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By John Turcotte

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An AD&D Adventure for Characters Levels 6-8

© 2010 John Turcotte

AUTHOR: John Turcotte


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John Turcotte Mistress of the Ghost City
The shadows of past ages crowded in upon us, chaotic and horrific, and
I felt as though the ghosts of all the priests and victims who had walked
those galleries for four thousand years were keeping pace with us. The
vast wings of dark, forgotten gods hovered over that hideous pile of
antiquity.
— Robert E. Howard, The Voice of El-lil

BACKGROUND

The long gloom of winter has passed. The sun, The way will not be easy. Indeed, it is far worse than
absent for weeks, has begun to creep above the standing before her dread host. Who can say what
horizon, bringing warmth back to the Land of Song. awful things may be found in the pitiless pitch-dark
The spring sunlight also brings lengthening shadows gulfs of those frozen wastes?
from the Trevärä Peaks. With the spring comes the
thaw and with the thaw the mountain passes will START: This module is the fourth and final in the Her
open. Her Dark Majesty’s awful black host waits in Dark Majesty series, following Where the Fallen
those shadowed vales and wastes. When the snow Jarls Sleep, Beneath Black Towen and Stormcrows
pack relents, the host will descend into the Land of Gather. It is not necessary to play any of these mod-
Song as they did in generations past, sowing terror ules in order to run this adventure; each installment
and death. of the series may be played independently of the
others if the DM so chooses.
Yngvar, the venerable Jarl of the land, has rallied all
the Clans. Though weakened by the brutal winter, This adventure is for experienced players. The party
the Clanfolk have marshaled their forces and their should number between 6–8 members. If there
banners and totems now defiantly surround the thick are fewer or more player characters, the DM must
stone walls of the Jarl’s seat at Kerava. Her Dark Maj- adjust the encounters contained herein accordingly.
esty will not take the people unaware. Although starv- If the players have completed the other modules in
ing and still shaking off the sicknesses of winter, their this series, they may have made fast alliances and
war songs surely carry to the very feet of the peaks. recruited helpful NPCs (Toivo the agathion and
Viggo the Skald, for example) who may aid them in
Yngvar has sought your counsel. Nearly eighty years their mission. They may have further acquired useful
ago, Her Dark Majesty sought to break the Clans magic items (Teodor’s Knife or Hjortur’s Shield, for
and failed. The great Jarl Hjalmar led the Clans to example).
meet her host on the frozen Sigrfjord. They battled
until the spilled blood melted the ice and her broken Yngvar will outfit the adventurers with whatever
body was dashed down into the blue-black depths. reasonable and necessary provisions they need for
Hjalmar’s bone-weary forces besieged her wicked the journey, bearing in mind the relative paucity
fortress, Black Towen, tore down its walls and set fire of resources and the modest wealth of the Clans.
to its dungeons. Yngvar will further send a faithful guide, Gregers,
to lead the party on their search. Gregers is a 5th
It was not enough. Her Dark Majesty lives! From the level chaotic good fighter (HP: 33; S: 13; I: 11; W:
wicked ghost city of Nälkäinen Kivenen in the light- 11; D: 14; C: 15; CH: 13), familiar with the layout
less north, she plots to destroy Hjalmar’s kin. Through of the land. He is equipped with +1 studded leather
her agents, she desecrated the burial grounds of the armor, large wooden shield, spear, +1 throwing
Clans’ champions, rebuilt Black Towen and sewed axe and +1 long sword. He carries potions of her-
wickedness and betrayal throughout the long dark oism and speed. If Gregers perished during play of
winter. Men such as Hjalmar no longer walk the the previous adventures, his place will be taken by
earth. Even if the Clans can again repulse the enemy his cousin Jens, who has identical characteristics.
forces, surely she will strike over and over. It is not
enough to cut off the tentacles creeping south; a If the party requests, Yngvar can also provide each
blade must be driven through her malevolent black party member with a warrior bodyguard. These 1st
heart once and for all! As the forces of weal and level neutral fighters are outfitted with leather armor,
woe give fight, the heroes must penetrate north, to large wooden shields, spears and long swords. The
Her Dark Majesty’s seat of power. Jarl’s venerable wise-woman, Siri, can also send

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DF34 John Turcotte
Livia, a 2nd level neutral cleric (HP: 11, S: 8; I: 14; 1. Her Dark Majesty comes from a mysterious
W: 15; D: 13; C: 11; CH: 14), equipped with pad- people who secluded themselves in the blasted
ded armor, a small metal shield and a quarterstaff. wastes beyond the Trevärä Peaks.
She will further bestow each player character with a 2. Nälkäinen Kivenen is the ghost of a city; the
pair of earthen jugs, each containing two doses of ruins of a wondrous place felled by a horrible
a powerful honeyed brew equivalent to a potion of curse. It is peopled by shades and far worse
extra healing and each cleric in the party (includ- (Mostly True).
ing Livia) with two vials of holy water. Further, as 3. In the center of the city there is a vast courtyard.
the party faces the archenemy of the Clans, she will In the center of the yard is a great silver trap-
provide the highest-level cleric with two scrolls: 1) door engraved with runes of power and bound
continual light, cure disease, cure serious wounds; with thick hoarfrost-encrusted iron chains. If
2) dispel magic and divination (all scribed at 11th opened, hell itself will be unleashed. (F)
level). A druid PC is given a scroll with cure disease, 4. A great and terrible beast is imprisoned
cure serious wounds, dispel magic, and neutralize beneath Nälkäinen Kivenen, bred by Her Dark
poison (scribed at 9th level). Lastly, she is willing to Majesty with the intent to unleash it on the Land
cast commune, cast at 11th level, on behalf of the of Song. Now even she fears it!
party, to divine answers to questions they may have. 5. The dead walk in Nälkäinen Kivenen; it is no
place for the living.
NOTES FOR THE DUNGEON MASTER: This mod- 6. The Ghost City is a myth; you’ll die in the Trev-
ule makes use of spells and magic items from ärä Peaks trying to find it. (F)
UNEARTHED ARCANA, but does not indicate in the 7. Her Dark Majesty was truly slain by Hjalmar
text whether NPC fighters are specialized with any during the Winter of Tears; an imposter has
weapons. To the extent you, the DM, use special- taken up her banner. (F)
ization in your campaign, care should be taken to 8. The front gate is unlocked and unguarded, but
ensure that NPC fighters have specializations com- to enter one must sign The Black Book, striking
mensurate with the fighter PCs in your game. Please one’s name from the Book of the Living and
note further that, except for the rare circumstance, condemning one to hell. (Partially True)
only hit points are provided for the foes encountered 9. There is no return from Nälkäinen Kivenen;
herein. Unless otherwise indicated, all other statis- once you step within that evil place, you can
tics, including Armor Class, as per the MONSTER never return to the land of the living. (Partially
MANUAL, MONSTER MANUAL II, FIEND FOLIO True)
and DEITIES & DEMIGODS apply. For example, if 10. Nothing at all dwells in the Ghost City; the
the Encounter Key describes “two grugach (HP: 6, entire place is deserted, haunted only by evil
5), each armed with long swords”, the DM is to memories. (F)
assume that the remainder of the stats conform to
the “ELF, Grugach” entry in MONSTER MANUAL II, TRAVEL TO THE GHOST CITY: Traveling overland
i.e., (AC: 6; MV: 15”; HD: 1+1; #ATT: 1; DM: 1–8; through the Trevärä Peaks is difficult, even under
SD: 90% resistant to sleep and charm; AL: N(CN); the best of conditions. The majestic peaks stretch far
XP: 65+2/hp). to the north, where they eventually give way to the
Plains of Woe, a desolate waste of ice and perma-
This adventure brings the PCs to a very dangerous frost. Deep fjords claw through the frozen earth like
place, far from help and with no easy means of grasping fingers. If the fjords are followed north, one
escape. Players who utilize strategy and carefully will eventually come to the deadly Sea of Gnashing
(and literally) choose their battles have a chance to Teeth. Even during the height of summer, this land
prevail. Those who incautiously rush headlong into is wracked with unrelenting cold. The spring sun
Her Dark Majesty’s citadel are doomed. does not rise high enough to overcome the sharp
peaks and the entire tableau is one of frigid shad-
RUMORS: Before leaving on their quest the adventur- ows and icy gales. At night, the northern lights storm
ers may seek to gather information from the folk at about the mountain heights, illuminating everything
Yngvar’s Hall. Those who make positive ENCOUN- beneath with a ghostly glow. The overland journey
TER REACTION rolls in Kerava and elsewhere may is not described herein. The DM is directed to MAP
learn 1–4 of the following rumors. Note that an (F) A and APPENDIX D: WILDERNESS ENCOUNTERS.
following the rumor indicates that the rumor is false.

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John Turcotte Mistress of the Ghost City
THE GHOST CITY OF NÄLKÄINEN the surrounding cliffs. Moreover, all are locked and
KIVENEN trapped. The exact nature of the traps is up to the
DM, but at least one summons a bone devil to pre-
The walled Ghost City is located at the edge of the vent entry.
Trevärä Peaks. It is perched on the shoulder of a
bare, ice-swathed peak overlooking a deep fjord. ENCOUNTERS IN THE CITY: Once a gate is entered,
The city can be seen for some distance, as its pale or the city walls surmounted, the howling wind
stones glow with an unhealthy greenish-white light, abruptly ceases, although the biting cold remains.
gleaming like an unholy beacon. A steep and slick The walls of the city retain their corpse-glow, but the
switchback road of inlaid basalt blocks climbs the crowded structures within are constructed from a
peak to the gates. The city walls are sheer and drab, lifeless gray-black stone. The cramped streets
unadorned. are cobblestone and slick with hoarfrost. The build-
ings squeeze the narrow streets, forming a crush
In addition to the ghastly glow, from dawn to mid- of gaping doors and windows. The buildings and
night, the Ghost City shimmers as if seen through a streets weave into a thick maze of overhanging bal-
great heat, an incongruous vision in the face of the conies and gates. A great fortress, constructed of the
bone-numbing chill of the accursed valley below. It same glimmering stone, towers over the gloom from
can only be clearly seen out of the corner of one’s the heart of the city.
eye. At times, it appears as if one can see through
the city, and behold the stark cliff behind it. The Ghost City is completely unlit and silent. The
overall sense is one of emptiness and despair. Hope
At midnight, a ghastly bell (FORSAKEN CITADEL: is sucked away. The windows are black and empty,
LEVEL ONE, AREA 19) tolls thirteen times, and the the multitude of homes and buildings vacant. The
city becomes frighteningly real and solid. The walls’ entire city is deserted and bereft of life. The party’s
phosphorescence is pronounced and fluctuates with lights seem harsh, their footsteps echo loudly and
the Northern Lights above. The city remains in this weirdly down the barren lanes.
state until dawn, when the bell peals thirteen times
again and the city returns to its semi-corporeal state. The DM is directed to MAP B. The entire locale is
not described and the DM may fill out and populate
The city is a horrible place, co-existing between the the Ghost City as s/he deems fit. Nälkäinen Kivenen
Prime Material Plane and Dis, the second layer of is a small yet densely-packed walled city. There are
the Nine Hells. Her Dark Majesty’s unspeakable hundreds of buildings, most of which are two stories
oaths and acts have condemned the city and have or more. The buildings are all empty, with neither fur-
created a great gaping gate between the worlds, niture nor any sign of life. It seems at times as if the
its walls the demarcation between the planes. The city never housed the living; as if it were constructed
gate is incomplete at this time and the residents of to remain forever empty, a monument to loneliness.
Dis cannot yet storm unimpeded into the world. At Surely there also exist cellars, cisterns and sewers
the present, the gate is one-way; allowing creatures beneath the city as well. The party could easily
from the Prime to enter Dis but prohibiting the dia- spend a lifetime exploring every inch of the place.
bolical residents of that place from escaping into However, their gaze always returns to the fortress
the Prime without Dispater’s direct order. The gate with its four horn-like towers.
is growing, however, and fiends are filtering into
the world. From dawn until midnight, those within the city who
climb to an upper story or who clamber upon the
Whether the city appears corporeal or not, the walls walls are gifted with a horrible truth: the city is sur-
are solid enough to prohibit entry. They are a full 30’ rounded not by the frigid mountainscape, but rather
tall and are constructed from tight-fitting stone, con- it is surrounded by desolate midnight plains of ash
stituting “very smooth” walls for purposes of a thief’s (the mountain peak in the Prime is a lonely butte in
climbing skill. No sentries can be seen atop the walls Dis). The sky is a deep blue and lit, at times, by red
or manning the towers. Besides the main gate, there lightning. A river of white flames flows not far in the
are six other, smaller, gates; some no more than a distance.
stoutly locked iron door (the DM may place them
wherever he sees fit; they are not identified on MAP Once one enters the city, “breaking the plane” of
B). Reaching these other gates is precarious, due to one of the gates or surmounting the walls, they enter

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DF34 John Turcotte
the in-between space occupied by the Ghost City. Encounter Notes:
Entry is always possible from the Prime, but escape
must be between midnight to dawn, when the city 1. This awful thing is an immature spawn of a
is fully on the Prime. At any other time, PCs exiting Cold Woman (see DEITIES & DEMIGODS; AC:
the city find themselves on the plains of Dis. Once 4; MV: 9”; HD: 8; HP: 58; #ATT: 1; DM: 2–20;
midnight falls, the land surrounding the city bends SA: “bite” paralyzes (save or be paralyzed for
and twists, and suddenly the mountains of the Prime 2–20 turns); cold ray once per day: 6” range,
are visible again (NOTE: For those venturing outside 3–36 hp damage (save versus wands to avoid
the city when midnight strikes, they see only that the (DEX modifiers apply)); phantasmal force thrice
city has become ghostly on Dis. They will have to per day; corrosive attack destroys armor at the
wait to be within the city limits at midnight to try to rate of a black pudding; SD: Half damage
escape again). If the party members decide to strike from slashing/stabbing weapons, no damage
out into Hell, it is up to the DM to determine what from blunt weapons; immune to cold attacks,
they may find. A suggested encounter table is pro- half or no damage from electrical attacks; AL:
vided in APPENDIX E. N(E); XPV: 2,150). If it surprises the party, it
will magically disguise itself as a damsel in dis-
NOTE: Innumerable places to hide exist within the tress or perhaps a Lost Soul (q.v.) to lure the
Ghost City. This may play in the favor of heroes party members close. It is encountered only
attempting to stage a raid into the Forsaken Citadel, once and has no treasure.
as even Her Dark Majesty’s forces will likely never be 2. These are the heart-breaking condemned of the
able to find a party determined not to be found. At Ghost City. Not evil-aligned in life, they have
the DM’s discretion, the party may locate either (or not incorporated as lemures but are rather
both) of the thoul tunnels (DUNGEON LEVEL, AREA naked souls. Unable to escape the bounds of
18) debouching into a cellar or cistern, permitting the city, they appear as pitiful figures outlined
secret access to Her Dark Majesty’s citadel. with licks of honey-yellow flames, as insub-
stantial as smoke. They will beg and plead
The city is not entirely empty. Creatures from Dis may for release from their eternal torment and will
freely enter the city; although it is an unlovely place, generally follow the PCs everywhere, inadver-
even for Hell. Encounters are rare and should be tently impeding them on their mission. While
diced for once every six hours with an encounter the ‘Souls are with the party, chances for
occurring 1 chance in 10. Use the following table: encounters are doubled. They can be turned
(but not destroyed) by clerics as if they were
00 Roll Encounter shadows. They cannot be harmed by any force
01 1 Cold Maiden1 the PCs may bring to bear. They will flee at
02–03 1–2 Devils, Keres (see NEW MONSTERS) the sign of any devil or diabolical creature.
04–06 3–12 Black Watch Members (see NEW MONSTERS) They are truly damned; the PCs cannot save
07–10 4–16 Duergar (MMII) them. Not even a wish will suffice here on Dis.
11–15 2–5 Hellhounds (MM) If help is attempted however, or if PCs at least
16–22 2–12 Shadows (MM) hear their pitiful tales, they may (on a success-
23–30 1–4 Mephits (equal chance for all types) (FF and ful ENCOUNTER REACTION roll) reveal the
NEW MONSTERS) secret entry into the Forsaken Citadel (LEVEL
31–39 3–18 Lemures (MM) ONE, AREA 4).
40–46 4–24 Nupperibos (MMII) 3. These incorporeal horrors are as powerful as
47–57 1–4 Lost Souls2 shadows, but their touch paralyzes as that of
58–65 4–24 Larvae (MM) a ghast. They can be turned as wights (XPV:
66–72 2–20 Zombies (MM) 255 + 4/hp).
73–80 1–4 Devils, Spined (MMII) 4. This encounter functions as the spell Creeping
81–87 1 Manticore (MM) Doom (q.v.); coalescing 2–8” from the party
88–92 1–4 Shades of Dis3 and thence moving unerringly in its direction.
93–94 1 Devil, Bearded (MMII), herding 3–30 larvae Wise PCs will immediately flee beyond its
95–97 1 Hellcat (FF) reach; those who treat it as some manner of
98–99 1 Devil, Abishai (equal chance for all types) (MMII) monster to defeat will be horribly slain. Its dura-
00 1 Creeping Doom4 tion is 48 rounds.

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John Turcotte Mistress of the Ghost City
MAIN GATE: The switchback basalt road leads tedious and lackluster endeavor. It takes 3 days to
directly to a massive gate. Two great portals read the full record. Any cleric who completes the
stand open, each some twenty feet tall and deeply effort gains a permanent +1 bonus on turning dev-
engraved with wicked glimmering runes. Above ils and diabolic entities; a magic-user who does so
them, a great and sinuous four-winged, six-legged, gains a +5% bonus when attempting to gate in such
owl-headed dragon is carved in bas-relief, glower- creatures that they stay and take some act. Unfor-
ing down upon those daring to enter. Beyond the tunately, the exercise also ages the reader 1 year
gate, three sets of portcullises have been raised, all and requires a successful saving throw against death
of blackened iron and cruelly barbed. The passage magic or the reader will develop dementia praecox
leading into the city is built from the same luminous (see DUNGEON MASTERS GUIDE, p. 83).
stone as the walls. Row upon row of murder-holes
line the ceiling. Although the party may expect oth- THE FORSAKEN CITADEL
erwise, these gates are unmanned. No rational soul
would ever tread here and Her Dark Majesty has KEY: Unless otherwise indicated the chambers are
not accounted for such a trespass. A tall gaunt man unlit and have ceilings 9’ high. It is cold (aver-
with a beard reaching to his feet waits just beyond aging no more than 45º F). Generally speaking,
the gate. He is dressed in only a thin mauve cowled there are no wandering monsters per se within
robe, seemingly oblivious to the cold. Beside him, a the complex, but inhabitants will investigate dis-
massive iron-banded tome, its cover bearded with turbances. Because of the resident devils’ ability
frost, sits atop a squat pedestal. The book is chained to teleport, the party must proceed carefully to
to a ring in the ground. avoid alerting the entire fortress. As set forth in the
MONSTER MANUAL, however, lesser devils will
This is Ólafur, Her Dark Majesty’s gatekeeper. He is generally fight to the death unless other behavior
charged with recording the names of all who come is indicated in the encounter description, desper-
and go, faithfully writing down each name in the ate to prevail and curry favor with their Mistress. It
record beside him. He is a Heartless One (HP: 13, should further be noted that Hell is a strange place
see NEW MONSTERS, q.v.) and will not defend and the party’s appearance alone is not enough
himself if attacked, instead staring down his assail- to cause alarm.
ants with a fierce and wounded pride as he is struck
down. The book is impervious to all weapons of LEVEL ONE
less than +3 and all spells lower than 6th level; it
cannot be separated from its chain unless its lock 1. MAIN GATE. The citadel is surrounded by a 20’
is 1) touched by a holy relic, 2) picked by a thief tall wall of the same glimmering stone as the city
of not less than 14th level, 3) touched by a maiden walls, with crenulated battlements atop. There is
of pure heart (paladins qualify); or 4) smashed by no sign of any sentries. Two gates allow entry.
a holy sword or mace of disruption. It contains the The main gate is the more daunting of the two;
names of numerous devils and malign beings and worked to appear as the vast gaping maw of
could be invaluable to the right party (although the some horrific beast. A pair of immense bronze
fiends of hell will most certainly track it down if it is portals worked with evil runes fill its jaws, both
ever stolen, perhaps forming the basis for a separate swung open to allow the damned into its gullet.
adventure). Silver-tipped portcullises form rows of fangs. The
roof of its throat is pitted with countless murder
A stout wooden door nearby, within the wall, provides holes. A great black banner flies above the gate,
access to Ólafur’s meager quarters. Besides his stiff Her Dark Majesty’s personal rune ablaze.
sleeping pallet (within which he has concealed an
ornate silver flask with lavish mother-of-pearl details The portal is unguarded; Her Dark Majesty
and a large orange pearl-topped stopper (GPV: relies on fear alone as a sentry. Anyone who
255) of excellent brandy), threadbare blankets and surmounts the wall, however, will encounter Her
a basin, the only item of interest is a set ink and quills Majesty’s sentries (LEVEL THREE, AREA 18).
and a thick collection of scrolls nearly completely
covered with his meticulous and tiny handwriting. 2. COURTYARD. The bare courtyard beyond the
Ólafur’s Account (XPV: 3,000; GPV: 12,000) is an portal, however, is not unguarded. Tall, inhu-
exhaustive log of his post since he replaced his pre- man figures stand at attention in the courtyard,
decessor nearly 80 years ago. Reading it is a dull, forming ranks between the main gate and the

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DF34 John Turcotte
front entry to the citadel (AREA 14). Thirty-six members attempting access here should mind
members of the Black Watch (HP: 16 (×4), 15 those murder holes (see LEVEL TWO, AREA
(×2), 14 (×3), 13 (×10), 12 (×4), 11 (×5), 10 13)! If the door into AREA 4 is forced, the Black
(×5), 9 (×3), 8) await their majesty’s orders. The Watch members beyond will attempt to repel
unit’s captain (HP: 38) stands in the front rank, any intruders and will pursue fleeing trespassers
flanked by two lieutenants (HP: 19). The Black throughout the city.
Watch members are typically armed (q.v.); the
captain wields Smerte [“Pain”] a +2 bastard 5. STABLES. This area is only used when some fiend-
sword/+4 versus chaotic good opponents. ish guest comes astride a steed. It is manned by
On a natural “to hit” roll of 20, this weapon a sole spined devil (HP: 19), the groom, and two
inflicts double damage (triple damage against lemures (HP: 16, 11). The groom is always con-
CG-aligned foes). Each of the lieutenants wields cealed under an illusion to appear as a hunched
+2 footman’s maces. This is the Mistress’s honor ape-like figure with the head of a cuttlefish. He
guard; the plumes of all are violet in color and has no treasure. The room and stalls are empty
the officers’ shields bear her device. save for a large object covered in black cloth.
Beneath is Her Majesty’s sleigh; a marvel con-
The Watch members will take no action unless structed of lacquered black wood with brass
molested; PCs may walk right past them. If any details and bearing silver-edged runners. When
offensive action is taken, they will seek to slay pulled, the sleigh can magically pass over snow,
the trespassers and will unrelentingly pursue ice and any solid terrain (GPV: 20,000; XPV:
them throughout the citadel and the city. 8,000) at a rate of up to 24”. When the Mistress
travels to the City of Dis, her sleigh is drawn by
In the very center of the courtyard is an odd a dozen hellhounds.
formation of the glowing stone. Some 12’ in
diameter at its base, it appears as a squat pillar, Nine sets of skis hang in an orderly row, one set
rising only 5’ before being jaggedly broken. The are skis of speed, allowing a wearer to travel at
remains of enigmatic runes can be found, but a rate of 15” over snow cover (and 36” down-
they have all been subsequently scored and are hill) (GPV: 5,000; XPV: 1,000).
now illegible. The formation radiates magic, but
its purpose cannot be divined.

3. GUARD HOUSE. These bare chambers feature


archers’ slits. In each chamber, 6 light cross-
bows hang on the walls, and 4 sealed barrels
are stacked, each holding 100 oiled bolts (25 in
each barrel are silver-tipped). A ladder leads up
to the Gate House above (LEVEL TWO, AREAS
12 and 13).

4. BARRACKS. Each of these areas holds 12 Black


Watch members, armed equally with halberds
and lochaber axes. Like their brethren in AREA
2, they will take no action unless molested. The
Northwesternmost barracks has a well-hidden
secret door, only 3’ tall, that recesses and slides
to the side.

4a. LESSER GATE. The portcullis here is closed and


can only be raised with a successful OPEN
GATES roll. The ceiling of the hall beyond is
pierced by murder holes, and the iron-banded
door beyond is locked and barred. The winch
to raise the portcullis is in the barracks imme-
diately adjacent. Unlike previous areas, party

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John Turcotte Mistress of the Ghost City
6. KENNELS. Her Majesty’s dozen hellhounds are Buried six feet under the earth between the trees
kenneled here (HD: 6 (×6), 5 (×2), 4 (×4): HP: is a locked treasure chest containing: 4,300 sp,
25 (×3), 23, 22 (×3), 20 (×3), 19, 15). Any 3,200 gp, a black opal worth 1,250 gp, a sil-
combat will alert the Kennelmaster in AREA 6a. ver torc set with garnets (worth 2,500 gp), a
gold shield-shaped amulet set with an amethyst
6a. KENNELMASTER’S QUARTERS. The Kennelmas- (worth 3,200 gp), a drinking horn encrusted
ter quarters in this chamber, a cruel bearded with fancy stones seemingly worth 750 gp (but
devil (HP: 27) who prefers to appear as a gaunt which is magic, and radiates a permanent neu-
and elongated giant, some 8½’ tall, entirely tralize poison on any liquid poured within; XPV:
covered with thick black bristles and with the 500; GPV: 1,750), a scroll of protection from
head of a spider. He bears a barbed whip that elementals and a suit of +4 splint mail.
inflicts 2–8 points of damage on a successful hit.
If he chooses, he may use it to entangle a sin- 8. GARDENER. The gardener, a red abishai devil
gle opponent. To do so, he must roll at least 2 (HP: 16) dwells here. It appears as a tortoise-like
above his needed “to hit” roll. If successful, the humanoid with an impressive moustache. It has
victim suffers only 1–4 hit points of damage, but no treasure.
is unable to use his arms until freed by others or
until a successful OPEN DOORS roll is made. 9. PORTAL. This is a “back door,” of sorts, into
Once an opponent is entangled, the devil will the dungeon below the citadel. It is locked and
attack with his claw/claw/beard routine. He magically trapped by a glyph of warding. The
keeps three hellhound pups in his quarters. glyph inflicts a horrific wasting disease upon a
trespasser (fatal if the save is failed, the victim
7. HER MAJESTY’S GARDEN. Severely pruned loses 1 point of Constitution and Charisma every
rosebushes, ghostly pale in color, grow in orderly hour. The PC dies if either attribute reaches less
rows of frost-covered trellises. Smaller cold-lov- than 3). A cure disease will end the affliction
ing blooms, blood red and lavender, grow at the and return lost points of the former attribute, but
base of each bush. The flowers all smell of rotten not the latter.
flesh and offal. In the very center of the garden
are two smallish (7’) trees, one with silver bark 10. GARDENS OF DARK MEDITATION. Each of these
and glittering black leaves which bears clusters areas contains wrought iron (and thoroughly
of scarlet berries. The other has white bark and uncomfortable) benches and small ornamental
velvety red leaves laden with golden pear-like trees bearing faintly luminous berries (which are
fruit. An angry red squirrel (AC: 5; HP: 2) with poisonous to eat: save or make all rolls at -2
beetle-black eyes will scold those who disturb penalty for 2–8 hours due to nausea and dizzi-
the fruit. ness). Frost-encrusted ivy covers the walls here
and tiny soot-black thrush-like birds dart amidst
The berries are bitter-tasting and require any PC the leaves. Their songs are not unlovely.
eating them to save versus poison. On a suc-
cessful saving throw, 1 hit point of damage is 11. FEARSOME PORTALS. Each of these silver-plated
suffered but infravision 60’ is gained for twelve doors bears the image of a stern and cold
turns. On a failed save, 1–8 hit points of dam- queen; her face wreathed with wicked runes
age are suffered and the PC’s normal vision is and cavorting devils. Each also bears a black
halved for an equal length of time due to vertigo wrought iron pull-ring. Immediately above
and tunnel vision. Eating additional berries in the entrance, a bas-relief carving depicts van-
any given day incrementally causes an addi- quished knights and deposed nobles struggling
tional -1 penalty on the saving throw, adds 1 beneath a bronze tablet which bears the inscrip-
hit point of damage taken, and halves the dura- tion, “Revenge is an act of passion; vengeance
tion of the infravision. The berries will keep for a of justice. Injuries are revenged; crimes are
week in cold weather. avenged.” These doors radiate magic and have
been worked with powerful dweomers. Should
The fruit’s flesh is blood-red and deadly toxic. any good-aligned creature so much as touch
Those eating must save or die. There is enough the pull-rings, they must immediately save versus
juice in three fruits to make a potion of poison. spells or suffer a terrible fate, based upon their
The tree bears 20 fruits. ethos:

8
DF34 John Turcotte
LAWFUL GOOD: The victim is teleported (with- 12. SECONDARY PORTALS. A pair of dead trees
out error) into a dungeon cell (DUNGEON stand sentry on either side of the short passage
AREA 15b) and the ogre mage jailor from DUN- leading to these doors, their withered branches
GEON AREA 14 is likewise teleported into the intertwining to form a high-roofed tunnel of sorts.
victim’s place! Note that the jailor is likely to be Weird garlands of iron wire, hooks, teeth and
surprised by the swap, but the victim’s erstwhile pins hang on the trees, numerous small bones
comrades may believe that a polymorph has dangling from the hooks and barbs. Beyond,
taken place. the heavy doors are constructed of bronze and
depict fiendish faces leering from wreaths of
CHAOTIC GOOD: The victim is polymorphed bas-relief flowers. A flickering red candle is set
(saving throw applies) into a salmon. into a small recess wall beside each portal. The
doors radiate fear (as the spell) in a 10’ radius,
NEUTRAL GOOD: The victim is struck deaf, but are not locked.
dumb and blind. The effect is permanent until
dispelled — requiring a successful dispel magic 13. HALL OF WOE. The doors open into a stygian
against an 18th level caster, or three successive passage. All lights are extinguished within the
remove curse spells. Cure deafness and blind- hallway, even continual light spells and the radi-
ness will function normally. ance shed by magic swords are reduced to small
pinpoints of light. Halfway through the hall, illu-
The portals open normally and easily, however mination appears in the form of a hunched skel-
if any person enters the citadel proper through etal figure which holds a three-pronged candela-
these doors without an invitation, they are sub- bra aloft. In a croaking voice that seems to rise
ject to a dispel magic spell cast at the 18th level from the floor below the party’s feet, it inquires
of experience upon breaking the plane of the as to the heroes’ business.
threshold.
The figure and the impenetrable darkness are
illusions. A blue abishai devil (HP: 19) is behind
the façade, serving as a host to invited visitors.
The devil will ask the business of any who enter
and will teleport to Sadatella (LEVEL ONE,
AREA 15), taking 11–30 rounds to find her, if
any answers cause concern. Otherwise, she will
escort those with believable stories (Hell being
a weird place) to the banquet hall (LEVEL ONE,
AREA 21).

14. THE GREAT AND TERRIBLE HALL. This vast hall


is well-lit. Numerous baroque iron lanterns are
suspended from the ceiling; their faces worked
so that the light projects wicked runes and sym-
bols onto the floor and walls. The floor is made
of glossy black stone and the walls of the same
pale corpse-stone as the city walls. Four pillars
support the ceiling, each worked to depict naked
and tormented souls piled atop one another.
The pillars each glow with a faint leprous yel-
low-green. The ceiling is worked with a vast and
intricate mural of evil and wickedness, depicting
an arch-fiend bestowing boons in exchange for
souls. The smell of brimstone is strong and the
sense of evil pervasive.

Towering white-blue flames erupt from an enor-


mous fire pit in the center of the hall. They gen-

9
John Turcotte Mistress of the Ghost City
erate cold not heat. The hall contains seven tall carries a ring of keys (to LEVEL TWO, AREA
(8’) domed cages made of black barbed wire. 6, 10, LEVEL THREE, AREAS 8–9, and LEVEL
Unpleasantly large pallid maggot-like things FOUR, AREA 8).
churn and twist within each. An inhuman and
incessant howling fills the room. Each cage holds Because of the cacophony, the party is likely to
three larvae, the souls of those who displeased surprise (5 in 6) the chamber’s inhabitants. If she
Her Dark Majesty in life, now imprisoned here. realizes the party’s intent (and she will address
The ruckus from AREA 15 is audible from here any visitors to the fortress), Sadatella will at first
above their clamor. attempt to have the intruders captured or slain. If
her own life seems in danger at all, she will tele-
15. PAGEANT HALL. A deafening chorus of off-kilter port across the hall to AREA 18 and order the
piping, wailing and crashing comes from this Black Watch members therein to kill the trespass-
room. The chamber has a polished black-and- ers. She will then flee to find Kirsi (Her Majesty’s
white checkerboard pattern and the pallid walls second in command), locating her within 9–14
are nearly covered by long black banners. It is rounds. At that point, the proverbial jig is up
well-lit by numerous blazing torches. as Kirsi’s first order of business shall be to com-
mand all the Black Watch members in AREAS 2
Two spined devils (HP: 18, 17), concealed and 4 to converge into the citadel. What hap-
by an illusion to appear as tall and lean lion- pens precisely afterwards is up to the discretion
headed figures in fantastic and baroque dress, of the DM.
are marching 12 nupperibo (HP: 8, 7 (×2), 6, 5
(×2), 4 (×2), 3, 1 (×3)) up and down the length 16. SITTING ROOM. Well-made dark wood furniture
of the room. The nupperibo are (poorly) play- has been tastefully arranged atop a huge crim-
ing all manner of pipes, horns, bells and drums. son carpet. Numerous shelves contain empty
Sadatella, her Lady’s handmaid, oversees the crystal decanters and goblets (GPV: 1d20×10
procession from the far end of the room. each, but all are cumbersome and fragile. A vio-
let-lensed lantern is suspended on a chain from
Sadatella is a unique lesser devil (AC: 3; MV: the ceiling; and it will magically light upon com-
15” HD: 5+5; HP: 30; #ATT: 1; DM: 1–6; SA: mand (GPV: 600).
poison; MR: 40%; AL: LE; XPV: 1,067); a ser-
vant to Lilis, the consort of Dispater. She has 17. STORE. This room stores all manner of chairs,
been dispatched to serve Her Dark Majesty; benches and furniture, as well as candles,
no mean assignment for Her Majesty is a rising torches, banners and devices of various hellish
favorite of that dread lord. Sadatella will seek to nobles (to be hung in the rare event of visits).
avoid combat if possible, but can be a daunting Perusing through the collection is a frightening
opponent if engaged. experience.

In addition to the standard powers of a devil, 18. SEAT OF TERROR. The iron portal providing entry
Sadatella may use the following spell-like abil- is faced with black stone polished to a mirror-like
ities at will, one at a time: affect normal fires, smoothness. The PCs’ reflections, though, are
command and message. Once per day she may cadaverous and gruesome (an illusionary effect).
cast dispel magic and stinking cloud. Her glare The frigid (35º) room beyond is lit only by a dim
can cause fear (as the spell). She may close for blue-green illumination that plays across the ceil-
a “bite” attack. Those failing to save versus poi- ing like the Northern Lights. It is difficult to make
son perish. Sadatella can be struck by normal any details out. The polished floor reflects the
weapons. lights and despite the emptiness of the chamber,
footsteps and other sounds fall flat.
Sadatella has a shapely form, albeit with sharp
cloven hooves and light red skin. She is bald, A fantastic and fearsome pair of thrones sit atop
however, and her face is horrifying; corpse-pale a low dais at the far end of the chamber. They
in color and bearing a beard of living asps. She are made of a black glass-like substance, horrif-
carries a staff of winter with 14 charges (see ically formed to represent twisted human figures
APPENDIX C) and wears an ermine fur cape painfully bent and contorted to form approxima-
(2,300 GPV) over her ornate armor. She also tions of chairs.

10
DF34 John Turcotte
A pair of special Black Watch Captains flank the 21. BANQUET HALL. This fantastic chamber is well-
thrones (AC: -4; HP: 48 ea.), outfitted with +3 lit. It is dominated by a long table set with rich
full plate armor, +1 large shields, and each is linens and supporting a feast of sumptuous
armed with a +3 footman’s mace. Their shields treats. Nearly two dozen tall chairs and places
are emblazoned with Her Dark Majesty’s per- have been set. Bowls, plates, cups and horns
sonal rune. The plumes on their helmets are a overfill with delicacies and fare. Five tall gilded
rusty orange. Once per day, the creatures can candelabra line the length of the table and the
cause the rune to flare with evil magic, unleash- walls boast massive painted-glass windows. A
ing a curse spell at the 18th level of experience. vast dome overhead is similarly paned with intri-
They will not allow anyone other than Her Dark cately-detailed glass, and a balcony area a floor
Majesty or her bridegroom to set foot on the above looks down upon the grand banquet hall.
dais.
A tall elegant woman in a long pale yellow
Kneeling beside the left throne is a crystal- dress waits just inside the door; her red-gold hair
line statue of a woman. If the thrones are piled high and set with bejeweled pins. Three
approached, it will stand. It is a decanter golem servants stand at attention, covered plates held
(see NEW MONSTERS) filled with holy water; a at their shoulders. The hostess will invite the PCs
last-ditch defense against infernal machinations. to dine, seemingly assuming that they must be
Unless attacked, it will attack only by the com- guests of Her Dark Majesty. She assures them
mand of Her Dark Majesty, Kirsi or Sadetella. that any desired meal or drink can be prepared
at their desire, and that the Lady will surely join
Those who have encountered Her Majesty’s them soon.
thrones at Black Towen should know better; any-
one presumptuous to sit on either throne is sum- All of this is, of course, an illusion. In fact, the
marily disintegrated (save versus spells). If they table is made of slate and is loaded with a hor-
survive the experience, a protection from good rid and ghastly collection of flesh and entrails,
spell comes into effect as long as they remain rotten meat, poisonous fungi and less pleasant
seated and a lightning mephit (HP: 17; NEW things. The seats are tombstones and the table
MONSTERS) is summoned. It kneels before the is in fact illuminated by a Hand of Glory. Any-
throne and will obey all orders. The inhabitants one willingly partaking of this grisly feast is poi-
of AREA 19 march out and flank the thrones, soned (no save), losing 1–4 points of damage
likewise ready to obey the orders of anyone per round until death (or neutralize poison is
seated there. applied). In addition, anyone who partakes and
survives will contract a severe (1–6) or terminal
19. GUARDROOM. Three monster zombies (AC: 2; (7–8) intestinal parasitic infestation (DMG, p.
HP: 31, 30, 26) wearing plate mail and bearing 14).
shields and morning stars are kept here, a gift
from a former minion. Ghastly in appearance, The hostess will do whatever it takes, including
they have the bodies of bugbears and the heads suggestion, to persuade the party to rest and
of emaciated horses sewn on. Unlike the Black refresh. If the ruse is discovered, or the illusion
Watch members the party may have encountered dispelled, both she and the servants will attack.
throughout the complex, the zombies will attack The hostess is a blue abishai devil (HP: 18).
if the doors are opened. With them is a giant With her are three thouls (HP: 14, 11, 10; see
zombie boar; this undead elothere (AC: 8; MV: APPENDIX B: NEW MONSTERS). If combat is
6”: HD: 9; HP: 41; DM: 4–24; SD: all immuni- joined, there in a 1 in 6 chance per round that
ties of zombies; XPV: 1,692) turns as a wight the trapdoor in the floor to DUNGEON LEVEL
and follows the monster zombies in all acts. AREA 9 will open and one thoul from that cham-
ber will clamber up through each round thereaf-
20. PRIVATE AUDIENCE CHAMBER. The walls, floor ter to join the fight! The trapdoor is concealed
and ceiling of this empty room are of polished by the illusion but is obvious if the dweomer is
back stone. Small snowflakes drift down from dispelled.
the ceiling, but the snow does not accumulate
(an illusory effect). The abishai wears a gold bracelet fashioned to
represent a coiled lizard or newt with garnets for

11
John Turcotte Mistress of the Ghost City
eyes (370 GPV). If the battle turns against her, He has memorized the following spells:
she will teleport to LEVEL TWO AREA 9 to alert
the “cooks” before alerting Sadatella (taking first level: cause fear, cause light wounds,
11–30 rounds thereafter to find her). protection from good, sanctuary
second level: augury, ceremony (dedication),
A dumb-waiter of sorts is in the NW corner of chant
the room. A small door opens into a 5’ × 5’ shaft third level: ceremony (special vows), dispel
that extends from the Dungeon Level up to Level magic, enthrall, prayer
Two. A cart is lifted and lowered between the fourth level: minor ward, poison, scroll,
levels by a trio of lemures who obey anyone’s tongues
commands. Unless the PCs have used/disturbed fifth level: commune, dispel good, true seeing
the dumb-waiter, when this room in entered, roll
1d6: 1–2: the lift is at the DUNGEON LEVEL I f not surprised, Hrafn will attempt to cast minor
AREA 17; 3–4: on LEVEL ONE; 5–6: on LEVEL ward while his minions engage any interlopers.
TWO, AREA 15. Hrafn is served by a pair of huecuvas, pres-
ently polymorphed into human form (HP: 14,
22. TEMPLE OF DREAD DISPATER. The stench of 8). Moreover, if the party approaches within
brimstone is nearly overpowering here. When 20’ of the great face, a hellhound (hit dice and
first entered, all creatures not native to Hell must hit points determined randomly) will materialize
save versus breath weapon or be affected as and clamber forth from the face’s gaping mouth
if by a stinking cloud spell. The vaulted ceiling each round that the sanctuary is violated.
of this massive chamber is some 25’ overhead.
A huge chandelier constructed of intertwined The gate may only be severed if the face is
bones descends from the peak, bearing thirteen destroyed. It may be damaged by magical blunt
candles, each as thick as a man’s arm. Four iron- weapons, although it is considered AC 0 and
bound portals line the walls and stairs sweep up has 75 hit points against such attacks. Bladed
to a balcony area above. Thirteen rows of stone weapons will inflict no damage against the face,
pews face a frightful sanctuary at the chapel’s although such weapons must themselves save
far end. An altar of slate gray stone shot through versus crushing blow if used. The face takes
with red veins seems to crouch beneath a large no damage, per se, from spells, but must save
bas-relief face on the wall. The face is diabolic; against the appropriate attack form (fireball,
its mouth agape as if to curse or moan. Thick etc) or be destroyed. It saves as hard stone +3.
greasy smoke emanates from between its lips Anointing the face with holy water inflicts 2–8
and from its nose. Tapestries descend from the points of damage against it, and renders it inca-
ceiling all the way to the floor, each depicting pable of summoning hellhounds (or anything
stomach-churning atrocities in heartrending else) for one full turn.
detail. A great bell fashioned of back iron hangs
from a long chain to the left of the altar; descend- A successful dispel magic spell cast against a
ing to within 6’ of the floor. Dark-robed figures 12th level caster makes the face powerless for
kneel before the altar and devilish countenance. 24 hours. A continual light spell likewise renders
a face powerless until the spell is removed. A
Hrafn, Her Dark Majesty’s hand-selected high dispel evil spell permanently severs the gate.
priest, a venerable 9th level human cloistered
cleric (see “The Cloistered Cleric,” by Len The great bell is struck thirteen times at midnight
Lakofka, Dragon Magazine #68, Dec. 1982) and again at dawn. Each cycle brings more and
(AC: 10; HP: 19; S: 5; I: 14; W: 17; D: 8; C: more of the plane of Dis back into the Prime
7; CH: 16; AL: LE; XVP: 1,528)) holds services Material. Striking the bell at any other time has
here. He is unarmed and unarmored and wears no effect, although it will alert Kirsi, at least, that
a slate gray vestment adorned with unholy sym- something is awry. The large black iron mallet
bols. He is a plague-carrier; any who engage for the bell lies upon the altar (it can be used
him in close combat must save versus breath in combat as a +1 morning star, although it
weapon at the conclusion of combat or contract weighs 250 GP for encumbrance purposes).
a respiratory disease. Both the bell and mallet radiate evil. If the bell is
destroyed, the swap between Hell and the Prime

12
DF34 John Turcotte

Material ceases and, if the city is in Dis, upon (13’ diameter) mirror of smoky glass set in a
the next dawn it returns to the Prime Material to frame of polished brass. Heroes will do well to
stay (stranding all diabolical inhabitants in Hell leave it alone, for it serves as a crystal ball fixed
when as it leaves). The bell has 50 hit points, is so as to allow communication with the dread
considered AC 3 and takes but 1 hp per attack court of Dispater himself! If anyone focuses their
from edged, stabbing or thrusting weapons of gaze upon the pane and concentrates, then
any kind. If the bell is damaged, and the dia- the “smoke” will clear and the grand infernal
bolic face has not been destroyed, negated or court of Dis will come into view. There is a 50%
sealed, 13 nupperibos are vomited forth each chance that Dispater will be present and, if so,
and every round that the bell is harmed, sum- he will attempt to charm any viewers (which,
moned for one purpose: to kill every living thing truly, is the least of their problems).
in the room!
Any good-aligned viewer, however, who uses the
23. DARK REFLECTORY. The walls, floor and ceiling are magic mirror and who does not encounter Dis-
constructed with a dull gray stone that seems to pater, will note a dark hooded figure reflected in
swallow any light. Any illumination source (even the mirror – immediately behind them! If faced,
light and continual light) brought into the room this minor death (AC: -4; MV: Infinite; HD: 8;
gives off only one-quarter the normal light. The HP: 33; #ATT: 1; DM: 2–16; SA: Always strikes
chamber reeks of excrement and filth. All who first, never misses; SD: Immune to mind-affect-
enter must save versus breath weapon (at +2) ing spells, immune to cold, fire and electricity;
or be sick to their stomach; unable to proceed. XPV: 2,390) will immediately seek to destroy
the viewer! The ‘death is invisible to those who
A small closet to the north contains silken slate did not gaze into the mirror, although engag-
gray robes. They are cold to the touch, almost ing it will not summon other deaths (q.v., deck
painfully so. They confer no benefit if worn. of many things). Anointing the mirror with holy
water breaks any connection and renders it
In the exact center of the south wall is a huge inoperable for 7 days.

13
John Turcotte Mistress of the Ghost City
24. LIBRARY. Numerous candles flicker to life if side the door (HP: 16, 14). The large room
any door into this chamber is opened. Floor-to- beyond is dominated by a large shallow caul-
ceiling bookshelves, crammed with tomes and dron of black iron in the southern portion of the
scrolls, cover the walls. Three skeletons stand chamber filled with luminous liquid, the only light
at attention. They will not attack unless they are source in the room. An ornate chair constructed
themselves attacked (HP: 7 (×2), 3). They have, of silver sits behind the cauldron; a tall striking
however, been imbued with a permanent spi- woman clad in white is seated, peering into the
der climb spell, allowing them to clamber up the glow. She is flanked by a pair of hulking figures
towering shelves and will unerringly locate any in black armor, a soot-gray wolf lies at her feet
work in the collection, obeying orders from any and a red-haired woman of heart-aching beauty
person. kneels beside her.

The books and scrolls cover all manner of eru- Her Dark Majesty (HP: 49; see APPENDIX A) is
dite subjects, written in an array of tongues, with guarded by a pair of monster zombies, in fact
a concentration on the arcane, macabre and the headless animated ogres wearing black plate
ghoulish. The entire collection is worth a king’s mail and armed with great iron maces (AC: 2:
ransom to morbid scholars, but is extremely HP: 33, 20). Kirsi (HP: 39), is an enrinyes and
cumbersome. Any given piece may be worth Her Majesty’s right hand. She is armed with her
2d4×100 GPV (a few may be worth far more) to terrible dagger and a net of entrapment. She
the right collector, but will constitute a minimum will immediately take action to defend her mis-
150 GP in encumbrance. tress. Her precise acts will depend on those of
the party; she will be fearful of teleporting to
25. READING ROOM. As with the library, candles obtain aid and leaving her mistress behind. Kirsi
will flicker into existence upon the door being herself wears a platinum diadem set with three
opened. This room contains several small slate- perfectly matched diamonds (11,000 GPV) and
topped reading tables. If anything is left on a bears keys to LEVEL TWO, AREA 6 and LEVEL
table unattended for more than two turns, one of FOUR, AREA 8. The wolf is a special form of
the skeletons from AREA 24 will enter to either Heartless One (HP: 9).
put it back or otherwise dispose of it.
Her Dark Majesty will not leave her chair. If the
A crystal decanter of water and six leaded illusion concealing her true form is dispelled, it
glasses are suspended in mid-air; borne by a will be clear that she is quite unable to move
permanent unseen servant. or rise on her own (indeed her monstrous body-
guards carry her about in the silver chair, which
LEVEL TWO is outfitted with specific handles for just that pur-
pose). The idea that she could be assailed in
1. NEXUS. This room is dimly lit by a pale blue- her fortress is unthinkable; she will not herself
green heatless flames that flicker and twist retreat, nor will she hesitate to unleash death
around the four pillars. There are eight portals; upon any interlopers.
those to the north and south are double doors.
The scrying pool is presently being used to spy
2. AVIARY. This stinking chamber is den to three upon the Clan’s forces. If the liquid is touched,
keres devils (HP: 30, 28, 27), who await their the dweomer is dispelled. The room contains vast
Mistress’s command. They do not have leave to and detailed maps of the Land of Song, as well
hunt and slaughter as they might wish, and will as the kingdoms to the south. Some have been
seek at first to bluntly expel anyone who enters. spread out on the floor with ivory figures repre-
The tall windows are always open. The monsters senting units. The sheer size of the black host
have no treasure. sweeping down towards Kerava, if accurate, is
daunting. Further, it is clear that she plans cam-
3. LAVATORY. This room contains a massive brass paigns beyond the Land of Song.
claw-footed tub and sink and nothing else.
THE BRIDEGROOM COMETH: If reduced to sin-
4. WAR ROOM. A pair of Heartless Ones armed gle digit hit points, Her Dark Majesty will use the
with longswords stand guard immediately out- power of her token of Dispater, summoning her

14
DF34 John Turcotte
fearful bridegroom, Kuu Humastaas (HP: 41). although a dedicated search can uncover the
The Bridegroom is a horned devil; a greater following:
fiend and a member of Dispater’s feared “Iron
Guard.” He spends his time in the horrible court a. A scroll containing a treatise that describes
of Dis; only rarely visiting the Ghost City and his the recipe for potions of undead control
formidable bride. Kuu bears a barbed whip in (GPV: 7,500);
combat that inflicts 1–4 hit points of damage on b. A traveling spellbook containing the following
a successful strike. Any victim struck must save spells: charm person, detect invisibility, dispel
versus spells or be stunned for an equal number magic, ESP, protection from normal missiles,
of rounds. unseen servant. This book is protected by an
explosive runes spell cast at 18th level;
If the Bridegroom is summoned, he will teleport c. A magic-user scroll containing Leomund’s
to her location the very next round. His actions secret chest;
will depend upon the circumstances he finds, but d. A scroll of protection from demons. If opened
it is unlikely that he will singly challenge invad- by anyone of Chaotic Good alignment, dust
ers who have penetrated the Forsaken Citadel from inside the scroll-case coalesces into a
and defeated his gruesome spouse. Under those spectre (HP: 37);
circumstances, he will seek to spirit her away to e. A tome that details the manufacture of a
the Iron City via teleportation. Within six hours, Libram of Ineffable Damnation (GPV:
however, he will return with a force of devils! 25,000). This item is cursed. Anyone who
removes it from the library will be slowly, but
5. BALCONIES. These balconies overlook the court- inexorably followed by a set of bloody foot-
yards of the fortress. Each set of double doors is prints moving at the rate of 3”. The invisible
protected by a magic mouth triggered if anyone malignant force cannot be affected by any
flies or otherwise accesses the balcony from out- weapon and ignores all barriers, even capa-
side, saying, “Not without leave from the Lady, ble of travel through the planes. If the force
you shall not!” In addition, anyone not invited ever catches up to the book’s possessor, it will
who pulls on the portals’ rings from the outside strangle him or her, striking without error and
triggers a wizard lock (cast at 18th level) and inflicting 1–4 points of damage per round
summons the keres devils from LEVEL TWO, until the possessor is dead. Protection from
AREA 2. evil will keep the horror at arms’ length, as
will a magic circle, but only for the duration
6. PRIVATE LIBRARY. The door to this chamber is of the spell. A dispel evil, wish or alter real-
locked (Kirsi and Sadatella bear the key) and ity will do away with this curse. Giving the
protected by a glyph of warding (paralysis). If book away will not save one from the invisi-
this door is bypassed (as by a passwall, etc.) or ble assailant, although selling it will (and the
forced, an insect swarm of flesh-eating beetles is horror will begin to stalk the purchaser . . .)
summoned, lasting for 18 rounds. Beyond, the
unlit room is shockingly cold (0º). Built-in shelves The secret door is well-hidden and, even if
are filled with moldering tomes and scroll-tubes. found, a particular brass-bound tome must be
moved, causing a 3’ × 6’ section of bookcase to
Two invisible zombies (HP: 14, 12) are stationed slide silently forward and then aside, revealing
in the library to assist Her Dark Majesty. Each a locked bronze portal beyond (both Sadatella
has been deliberately seeded with a colony of and Kirsi bear keys). The lock is trapped with
brown mold. They will attack any who force their a horrific poison needle trap: save or suffer 2
way in or who pick the lock. Normally they will points of damage per round until death as the
obey any reasonable orders. Note that a cleric’s victim’s internal organs liquefy.
ability to turn or destroy these monsters has no
effect whatsoever on the mold. 7. SECRET ROOM. This room is accessed only by a
narrow passage kept in a permanent gloom by
There are hundreds of tomes collected here; an three evenly spaced continual darkness spells.
exhaustive review would take weeks. Any given Those trying to pass through will be stopped by
tome is worth 4d4×500 GPV. Virtually all of an iron door without a lock or pull-ring. The door
the tomes have to do with abhorrent subjects, will open only to a secret phrase known only to

15
John Turcotte Mistress of the Ghost City
Her Dark Majesty and Kirsi. It can be battered with the maiden, leaving the poor thing in her
down (AC: 0; HP: 50; +1 or better weapons to ruined remains. This room is intended for that
hit, only 1 hit point of damage from any edged purpose.
or thrusting weapon attacks) or torn from its
frame (necessitating an OPEN GATES roll). But 8. SEAT OF (DIS)HONOR. This balcony overlooks
it is not without its own defenses. The door can the Grand Banquet (LEVEL ONE, AREA 21).
speak in a sonorous voice, it will laugh off knock
spells, and it can do the following: 9. ABBATOIR. The air is thick with the stench of
blood and rot. This area serves as the “kitchen”
a. It can electrify itself, replicating the effect of for the citadel. It is an awful place overseen by
a shocking grasp spell (cast at 9th level) if a squat, wizened crocodilian creature wearing
touched. It can do so twice per day. a thick leather apron and armed with a cleaver.
b. It can manifest a mouth and shoot out a This is an illusionary appearance maintained by
long 12’ sticky tongue and attempt to grab the bearded devil (HP: 26) that has been given
a weapon or item (requiring a successful “to charge of the place. It is served by two spined
hit” roll against the PC holding said item as an devils (HP: 15, 11) and oversees four zombies
8 HD monster). Upon a successful strike, the (HP: 11, 8, 6, 4). The DM is free to elaborate;
party member must save vs. petrification (DEX suffice it is to say that the larders are regrettably
modifiers applied) or have the item ripped stocked and ovens lamentably full. The creatures
away. The door will whisk the item behind it, here have no treasure.
into ROOM 7. The tongue is AC 4 and can
be severed if it suffers 8 hit points of damage. A dumb-waiter of sorts is in the SW corner of the
c. It can utter a hideous scream that functions as room (see LEVEL ONE, AREA 21).
a fear spell. It can do this once per day.
d. It can spit out iron bolts at assailants, up to 10. STORES. The door is locked (Sadatella bears the
two a round, attacking as an 8HD monster key). Within are the stores for the citadel.
and inflicting 1–2 points of damage on a suc-
cessful strike. For game purposes, it has an 11. WATCHTOWERS. Two Black Watch members
unlimited number of bolts. (HP: 1d12 + 6 ea.) are stationed in each watch-
tower. There are six heavy crossbows kept in
The frigid, shadowy room beyond contains a each area, together with a barrel of 100 bolts
pair of narrow slate-topped tables. The eastern and a smaller collection of 24 silver-tipped bolts.
wall is covered with arcane glyphs and magic These Black Watch members are proficient with
circles that seem to eerily shift when not viewed crossbows. They are not otherwise armed and
directly. A long shelf contains beakers, flasks, therefore can only engage in weaponless hand-
jars and bowls, together with some iron tools to-hand combat (height: 7’; weight: 650 gp;
of unknown but surely despicable purpose. If Strength: 12).
examined, one of the tables contains mana-
cles, appearing as if intended to hold a subject 12. GUARDHOUSE. This area is not normally
down spread-eagled upon it. The flasks and manned. It contains 18 large sealed casks of
jars contain a bewildering array of chemicals, oil (each containing 16 flasks’ worth of oil) and
herbs, salves and less pleasant things. Promi- three large cauldrons (for boiling said oil). Lad-
nent within the collection are giant moth glands ders leader up to LEVEL THREE AREA 12).
and wyvern venom (insinuative poison Type D,
13 applications). A magic-user scroll with the 13. GUARDHOUSE. This guardhouse is manned and
following spells: charm monster, charm person, all three cauldrons are full. Three spined devils
hold person, slow and wizard lock (all at 18th (HP: 14 (×2), 12) haunt this area. They can use
level of experience) is kept upon the table in the arrow slits to fire their spines, but prefer to
a silver scroll case capped with (human) bone wait to see if a visiting party attempts the lesser
(GPV: 195) (a keen inspection reveals the scroll gate (LEVEL ONE AREA 4a). No invited party
to have been inscribed on human skin as well). uses that entrance. If a party enters the hall
below, the spined devils will not hesitate to pour
When Säde (LEVEL 4 AREA 7) reaches maturity, a cauldron of oil down upon the party and then
it is Her Dark Majesty’s design to swap bodies set them ablaze with their spines! Such a confla-

16
DF34 John Turcotte
gration completely fills AREA 4a with flames and If the walls are surmounted from anywhere
will inflict 5–30 points of damage the first round, except these areas and the various towers
3–18 the second, 1–6 on the third and then burn (LEVEL 2, AREAS 11 and 13, LEVEL 3, AREA
out. A victim’s possessions must also make item 12), a magic mouth is triggered (in Her Dark
saving throws against normal fire. The devils Majesty’s commanding voice), ordering these
have no treasure. troops to defend the battlements! As one, they
will swarm the walls, initially spreading them-
LEVEL THREE selves out evenly, but concentrating their forces
against any discovered invaders. NOTE: The
1. UPPER LANDING. This area is lit by a chande- skelters at AREA 12 also command these forces.
lier. The bare stone is covered by rich carpets. If the alarm has not been sounded, they stand
at the ready and will ignore trespassers. If any
2. PRIVATE DINING AREA. The room is filled with group is molested, they will defend themselves.
shrouded shapes: a long table and innumera- They have no treasure.
ble chairs all covered with slate-gray cloth. If
examined, the table’s granite surface is pocked, 4. GALLERY. This area features a grim collection
scratched and stained. Who can say what hor- of trophies and works of art: four abhorrent stat-
rendous feats have taken place here? Three uettes sculpted from basalt, marble, volcanic
zombies (HP: 12, 9, 8) stand at attention, each glass and brass, the mounted head of a shedu,
under the benefit of an illusion making them a broken arrow (formerly of lich slaying), the
appear to be tall and slender well-dressed horn of a ki-rin, a blackened and blasted suit of
man-servants. They will obey the commands of ornate and gold-filigreed plate armor, a beauti-
anyone seated at the table and will only attack ful ivory bust of Her Dark Majesty’s (illusory) like-
to defend themselves. ness (500 GPV), a shattered staff (of the magi),
a preserved mauve six-fingered hand, a brass
3. GUARDS OF THE UPPER WALLS. Each of these candelabra with six fat brown candles (each
rooms contains seven skeletons, each wearing rendered from human fat), and the stretched skin
copper breastplates and horned helms and bear- of some fantastic creature — wolf-like, but with
ing short swords. Licks of electricity play about the talons, wings and tail of a bird of paradise
and between them and crackling, popping (a rare creature known as a simurg).
sounds accompany their movements. These are
shocking bones, creations of Her Dark Majesty, 5. GREAT PARLOR. The black stone floor is pol-
and the guards of the upper walls (AC: 4; MV: ished smooth and Her Dark Majesty maintains
9”; HD: 2; HP: special; #ATT: 1; DM: 1–8 + spe- a stark set of uncomfortable furniture for those
cial; SA: electrical attack; SD: immune to electri- guests she must endure. Multiple chandeliers are
cal attacks and cold, half-damage from edged suspended from the ceiling (all presently unlit).
weapons; XPV: 120 each). These monsters turn A vivid tapestry is suspended between the win-
as shadows. On a successful strike, they trigger dows depicting Her Dark Majesty (as she pres-
a form of shocking grasp, conducting it through ents herself to the world) and her fearsome hus-
their weapon, thus inflicting normal damage for band presiding over a ghostly court of horrid
the sword plus 18 hit points of electrical dam- things.
age! Having discharged its energy, it is reduced
to 0 HP and its blasted bones and gear crumble If the room is searched, a tall cabinet of blood-
to the ground. Likewise, if successfully struck by red wood is noted. It is neither trapped nor
a metal weapon, the spell is triggered, conduct- locked. Within are two goblets and three bot-
ing through the attacker’s weapon and inflicting tles. One goblet is fashioned from a human
18 points of damage (and still destroying the skull, the interior lined with gold. The other is
monster). If struck with a non-metal weapon, fashioned from iron and decorated with fauns
damage is inflicted normally (roll randomly for cavorting with nymphs (a close inspection notes
the monster’s hit points). Because of their nature, that the nymphs have horns and hooves). The
shocking bones are considered 4+1 hit dice skull goblet is magic and has a name inscribed
for purposes of striking creatures only normally on the bottom of its base (“Juoppo”). It can mag-
harmed by magic weapons. ically fill itself with any alcoholic beverage its
holder desires – an unlimited number of times.

17
John Turcotte Mistress of the Ghost City
Its bearer need only make a toast to activate the 9. HALL OF ANCIENT ATROCITIES. The door to this
magic. If the power is abused, however; used room is locked (Sadatella bears the key). It is
to fill up barrels, etc., the attendant spirit may always lit by a candelabra set on the floor in
grow offended and cause it to be filled with a the center of room (NOTE: this item is magical
virulent poison when least expected. Juoppo is a and rather valuable; it literally cannot be extin-
treasure stolen from the Köthic tribes to the east guished by any means of short of destroying the
of the Land of Song (GPV: 3,500; XPV: 1,000). device. GPV: 750).
The iron cup is also enchanted (GPV: 1,500;
XPV: 500); hoisting the cup summons its servant, The walls are covered with exquisitely-made tap-
a smoky creature appearing as a smallish faun estries, all of silk and all of the highest quality
with a floor-length beard. It is a form of unseen (GPV: 75 each). A cursory inspection (such as
servant and will scamper quickly to fetch the simply moving them aside to search for secret
cup-bearer drinks, food, etc., functioning exactly doors) will fail to reveal that they tell a story.
as the spell but in existence as long as the cup
is held. If destroyed it can be summoned again TAPESTRY #1: The Escape: A procession of
after a span of 24 hours. weary people, women and children among
them, struggle across treacherous ice floes
The stoppered bottles are made of exotic glass beneath the Northern Lights. Some have col-
(GPV: 200 ea.) and contain a wondrous form of lapsed on the unforgiving ice; others are swal-
doppelbock, no less delicious as a result of its lowed by the sea. The people are tall and lanky,
infernal origins. fair of skin, with light yellow hair and striking
blue eyes. The overall sense is that they are flee-
6. STORE. This chamber contains linens, silks and ing something in the black north behind them.
other such things. Taken as a collection there are
400 GPV worth of valuables, but they are both TAPESTRY #2: The Plains of Woe: Those who
fragile and encumbering. survived the ice find land; a wind-blasted waste-
land of bare rock. The people begin to pene-
7. PLAYROOM. This room is well lit by a continual trate further, daring the towering sharp peaks
light spell contained within a blue-white glass beyond the wasteland. They brave the moun-
ball suspended from the ceiling. This room is tains, explore strange ruins they find, and fend
presently occupied by a trio of mephits – smoke, off many fierce and fantastic monsters. The peo-
ice and acid (HP: 14, 11, 8) playing an intense ple are depicted as wielding powerful magic
game of Hnefatafl and hurling inventive insults through song.
at each other. The room contains all manner of
games – tafl, merels, fox and geese, and many TAPESTRY #3: The Refuge: The people find a
more unknown to the PCs. Her Dark Majesty sheltered valley fed by a fjord. They rejoice and
never comes here, but Säde (LEVEL FOUR, AREA set about building a sanctuary. They invoke great
8) sometimes does. works through song. Soon they have tamed the
powerful icy storms, and have cattle and hardy
8. SADATELLA’S ROOM. The door to this room is crops.
locked (Sadatella bears the key) and bears a
magical trap. If a password is not uttered as the TAPESTRY #4: The City: The people build a
door is opened, the pull-ring animates into a liv- beautiful walled city, raising the stone from the
ing asp (AC: 6; HD: 1; HP: 3; #ATT: 1; DM: 1; roots of the mountains and beckoning fountains
SA: death poison) and attacks the opener. of fresh water to flow. They man its walls, keep-
ing a watchful eye to the north. A sense of fear is
Sadatella’s chamber is immaculate and richly imparted; a fear of something beyond the frozen
furnished. She keeps her personal treasure here: sea.
1,100 gp, a silver chain necklace with five per-
fectly matched pearls worth 1,200 gp, a gold TAPESTRY #5: Sanctuary: The hidden city
ring set with a single black opal worth 2,000, is completed and the people thrive. Power-
a mirror decorated with turquoise worth 85 gp, ful dweomers are laid to further hide the city
together with a potion of ESP kept in a purple both from the undepicted menace to the north
crystal vase (worth 15 gp). and against mysterious reptilian antagonists

18
DF34 John Turcotte
they have accidentally awakened beneath the secrets and she studies in vaulted libraries hid-
strange and cyclopean ruins discovered in the den in the Underworld.
mountains. They raise a beautiful monolith in
the center of their city, fashioned from the same TAPESTRY #10: Vengeance: The girl, now
gleaming stone, and master craftsmen labori- grown into an indomitable woman, returns to
ously adorn it with runes and symbols (the base the city from the Underworld and enacts a hor-
of the monolith looks strikingly identical to the rific vengeance. She unleashes a host of devils
odd formation in the citadel’s main courtyard against the city. All of its inhabitants, women,
(LEVEL ONE AREA 2)). children, even infants, are slain in ghastly ways.
She transforms her father and his bride into a
TAPESTRY #6: Peace: The fair people prosper variety of disgusting, and apparently agonizing,
and multiply. The lord of the people constructs forms. Her younger half-sister is pitilessly tortured
a wondrous residence for his lady and the two and left to die in the cold. The city is leveled to
welcome the birth of a daughter. The entire city the ground, the monolith broken asunder. The
rejoices. bones of her victims are ground into mortar and
the foundations of a new, horrible city are laid.
TAPESTRY #7: The Princess: The Lord’s daughter The prince joins her from the Underworld and
is depicted as gifted. She is as wise as the elders together they watch as the Ghost City is con-
and quickly masters their secret songs. She is structed by legions of hellish creatures.
able to converse with animals, which follow her
and obey her commands. She is allowed to wan- TAPESTRY #11: Nälkäinen Kivenen: The Ghost
der outside the city walls and she discovers a City is complete and it is surrounded by gloom
secret garden in the peaks where pallid roses and menace. The works of the fair people are
bloom. It becomes her hiding place and she completely gone and the bitter winds blast the
grows into a lovely young woman. peaks clean. Half of the city lies in the moun-
tains, the other half in night-black plains criss-
TAPESTY #8: Tragedy: The Lady of the peo- crossed by rivers of white fire. The Bride and
ple dies and the city goes into mourning. Her Groom rule together over the nightmare.
daughter is most distraught. The Lord marries
again, quickly, and his new wife gives birth to a NOTE: A character that peered too closely into
baby girl. The people are pleased and rejoice, this tapestry’s twin at Black Towen (Beneath
but the elder daughter does not. She retreats to Black Towen LEVEL ONE AREA 32) will find him-
her secret place frequently and the rose blooms self teleported here, staring at this work. If its
begin to die off. mate still exists, transport back to Black Towen
is possible through the use of a passwall spell
TAPESTRY #8: The Betrayal: The new Lady of (or the portable trapdoor, q.v.) directed at this
the city is cruel and cold. She favors her own tapestry.
daughter and abuses the older girl. She is
imprisoned for a time in a tall tower, with her 10. HIGH PRIEST’S ROOM. This is Hrafn’s chamber.
animal friends as her only comfort. Her father It contains a sitting area, a bed and a large
ignores the abuse and is eventually persuaded chest of his few material possessions. He has six
into exiling the princess into the freezing waste- flasks of unholy water, a potion of ESP, a potion
land, seemingly oblivious to the obvious death of extra healing, a scroll containing the spell
sentence. The girl flees to her secret place and commune (scribed at 13th level) and a scroll
discovers, for the first time, a secret stone portal. containing cause disease and resist fire. He also
Opening it, she finds a set of stairs descending possesses a small prayer book containing abhor-
steeply deep down into the darkness beneath rent dedications to Dispater (GPV: 1,800 to the
the mountain. right party). Pressed into the back of the book is
a small key and written beside it the inscription,
TAPESTRY #9: The Betrothed: The girl descends “between the white and silver trees.”
into the darkness, where she meets a prince,
banished there unfairly. He makes her his wife, 11. GUEST ROOM. This room contains an unmade
and together they rule over a weird and fantas- bed, an empty bureau and a small washing
tic subterranean kingdom. He teaches her many area with a basin and large (empty) vase.

19
John Turcotte Mistress of the Ghost City
12. GUARD TOWERS. These areas are Spartan. A door. The room is stark (for it is never occupied).
skelter (AC: 6; MV: 12”; HD: 2+2; HP: 16, 14; A great, bare, canopied bed is in the center of
#ATT: 1; DM: 1–10; SA: spell-use; SD: immune the chamber, surrounded by chests and small
to sleep, charm, hold and cold-based spells; tables.
half-damage from edged weapons; AL: NE;
XPV: 155; NOTE: these monsters first appeared The room is furnished as a noblewoman’s, but
in The Secret of Bone Hill, by Lenard Lakofka), all the drawers and chests are empty. The only
appearing as a cowled figure bearing a thin item of note is a pallid white rose kept in a slen-
pale blade, is quartered in each and is attended der glass vase on a table beside the bed. The
by a pair of Black Watch members (HP: 16, 14 rose will detect as magic if checked. If the rose
(×2), 13). Each of these members is armed with is molested in any way, Her Dark Majesty, if she
a silver-tipped pike. The skelters have each mem- is still in existence, will immediately know of it.
orized magic missile and shield. They turn as
wights. The skelters can command the shocking a. The door is locked (Her Dark Majesty bears
bones in AREA 3 of this level and if the magic the only key). Beyond is a cramped chamber.
mouth is sounded (q.v.), they will take to the Save for a heavy black cowled robe hanging
defense of the walls. The skelter in the north on a hook, it is empty. Another secret door
tower has 1,375 sp; the one in the south tower opens into a spiral staircase that descends
hoards 7,950 cp, 2, 210 sp and a +1 cursed to Her Dark Majesty’s Sanctum (DUNGEON
sword. LEVEL, AREAS 25–28).

LEVEL FOUR 3. KIRSI’S CHAMBER. This room is kept lit by three


amber-colored lamps hanging in the SE, SW
1. HONORED GUEST CHAMBER. The fireplace in and NW corners of the room. A veritable moun-
this room is ablaze and the room’s occupant tain of silk pillows, cushions, blankets and furs
remains seated close to it, muffled under a thick dominates the chamber. Three hulking figures
quilt. She is a halfbreed yuan-ti (AC: -1; HD: surround the bedding. A blasphemous paint-
6; HP: 29), come as an ambassador of sorts to ing is set above the fireplace and intoxicating
Her Dark Majesty. She appears human enough incense hangs thick in the air.
at a quick glance, but her body is covered with
shimmering scales (bestowing her with a natural Anyone inhaling the incense must save versus
AC of 0). She wears a +1 ring of protection breath weapon or be treated as moderately
and carries a potion of invisibility. In addi- intoxicated (see DUNGEON MASTERS GUIDE
tion to her heavy furs, she has with her a teak p. 83) for 2–5 turns. The figures are monster
chest outfitted with a combination lock (-5% to zombies (HP: 27, 25, 22; #ATT: 1; DM: 2–8)
pick locks). It contains the following: two aqua- altered in truly disquieting ways. They will not
marines (500 GPV ea.) and a sapphire worth attack unless they are themselves attacked. If
6,000 gp. Beneath her heavy furs, she wears Kirsi’s “bed” is thoroughly searched, the follow-
a gold necklace strung with oriental amethysts ing items will be found amidst the cushions: 1) a
worth 2,600 gp. gold armband set with moonstones worth 1,100
gp, 2) a silver diadem with a single diamond
2. BRIDAL SUITE. The door to this room is trapped worth 3,400 gp, 3) a silver ring set with a small
with a symbol of paralysis (lasting 5–16 turns fire opal worth 1,500 gp, 4) a silk purse con-
to all creatures of 8+1 hit dice or less). It opens taining three vials of potent perfume worth 25
to face a massive bronze door with a bas-relief gp ea., 5) a tiny chest (4” × 4” × 4”) decorated
face of a stern queen wreathed with devils and with mother-of-pearl (50 GPV) holding three
evil things. The door bears a complicated-look- blocks of the intoxicating incense, 6) a potion
ing lock. This is actually a false door. Tamper- of sweetwater, and 7) a philter of love. Hid-
ing with it in any way, including attempting a den beneath it all, beneath a sliding flagstone
knock spell, triggers the opening of a 10’ × 10’ (found as any secret door), is an unlocked chest.
pit, plunging everyone in the area 60’ down to The chest holds a screaming devilkin (HP: 15)
DUNGEON LEVEL, AREA 11. and 2,600 pp, eight Alexandrites (100 GPV)
and five topazes (500 GPV ea.). Completely out
The chamber beyond is accessed by a secret of place, a disembodied small door and frame

20
DF34 John Turcotte
lean against one wall. This is actually a portable the phylactery survives, she could conceivably
trapdoor (see APPENDIX C). take over another body, retaining her class lev-
els and spells.
4. GUEST CHAMBER. This room features an unmade
bed and a stand holding an empty brass basin 6. CATWALK. This upper battlement is patrolled
and crystal decanter (200 GPV). by six shocking bones (see LEVEL THREE AREA
THREE).
5. TREASURY. This area is accessed only by magic.
Prior to her attempt at lichdom, Her Dark Maj- 7. TOWERS. These freezing areas are unfurnished
esty could access her treasury via passwall. and unoccupied. The plains of Dis can be
Now she must rely either on her portable trap- viewed from here.
door or Kirsi’s teleportation. Her ill-gotten gains
are kept in orderly fashion, but there are no fur- 8. SÄDE’S ROOM. A Black Watch member (HP:
ther locks or traps. The following are secreted 16) armed with a glaive-guisarme stands guard
here: 23,800 cp, 18,200 sp, 9,800 gp, seven on the top step outside this room to prevent
moss agates (10 GPV ea.), ten pieces of jasper unauthorized access. It is concealed by an illu-
(50 GPV ea.), one opal worth 1,400 gp, three sion to appear as a tall, gaunt, unspeaking but
Oriental topaz (3,000 GPV ea.), and three otherwise amenable character holding a broom.
jacinths (5,000 GPV ea.), potions of diminution, It obeys the commands of Her Dark Majesty,
extra healing and treasure finding, a suit of Kirsi, Sadatella and the imp inside the room and
+2 plate mail, a +1 shield/+3 vs. missiles and will abide by most requests from the chamber’s
a staff of curing with 20 charges. One chest human inhabitant. The door is always locked
holds a feathered shawl that radiates magic (Sadatella and Kirsi bear the key) and protected
(belonging to the swanmay imprisoned in DUN- by a glyph of warding that will drain one energy
GEON AREA 8). There are dozens of canopic level.
jars kept here (67 in all). If opened, the PCs may
be shocked to find a beating heart within each Inside, the room is warm and cozy. It is color-
one. In fact, each jar is keyed to a Heartless ful, with banners, blankets, small tapestries, rugs
One and the PCs can destroy them by destroy- and paintings. It is dominated by a curtained
ing the hearts. Lastly, lying atop all is a massive, bed. Toys and dolls are scattered around the
mace-like weapon incapable of being wielded room. The room is well-lit by sunlight. PCs may
by any creature with less than 18 Strength. If so be surprised to look out at see that they overlook
wielded, it is treated as a +1 morning star with rolling bucolic farmlands from their tower high
the added effect as being treated as a mace of above a fantastic castle. This is all, of course,
disruption when used against undead and lower illusory.
planes creatures (this belongs to the special pris-
oner in DUNGEON AREA 10 and is far more A young platinum-haired girl of perhaps seven
powerful in his hands). years, Säde (0-level; HP: 2; AL: NG), resides
here. With her at all times is a plump long-haired
Suspended near the ceiling by way of a per- white cat with one blue and one green eye; actu-
manent levitation spell is an invisible canopic ally an imp (HP: 9). Säde knows that the cat can
jar. If made visible, it is protected by a sym- speak, but does not know its true nature.
bol of death. If touched, Her Dark Majesty will
instantly know and will have Kirsi teleport her Säde is innocent, kept here for nefarious pur-
here, arriving in 2 rounds. Her phylactery is kept poses. She is allowed to leave her room, with
within. It is fairly impervious to harm, requiring a chaperone (typically Sadatella). The imp
a +3 or better weapon or a damaging spell of and the Watch member (whom she has named
greater than third level to destroy. If destroyed, “Kajsa” and “Börje,” respectively) follow her
Her Dark Majesty’s damned soul escapes and everywhere. She often visits the Game Room
immediately flies to the City of Dis, leaving her and Private Dining Area (LEVEL THREE, AREAS
undead form behind to crumble. She will even- 2, 6 and 7), with the devils concealing all the
tually incorporate as a spectre due to her evil areas with illusions to conceal the true nature of
accomplishments, but all her other powers are the place and slavishly entertaining her. Säde
forever lost. If her material form is destroyed, but believes that she is a princess, having been

21
John Turcotte Mistress of the Ghost City
adopted by a queen. She wears an ornate gold, in addition to the dwarves’ personal effects.
ivory and tourmaline brooch depicting a butter-
fly on bergfrue flowers (950 GPV) that is also an 5. SMITH’S QUARTERS. The five gray dwarf smiths
amulet of inescapable location. Aside from a (AREA 14) quarter here. Two are present, por-
collection of ivory combs (300 GPV total) and ing over workbooks. One has 3 HD (HP: 18), he
costume jewelry (25 GPV in the aggregate) she is unarmored, but can pick up his shield and +1
has no other treasure. shortsword in one round, if given the opportu-
nity. The other has 4 HD (HP: 26), and while his
DUNGEON LEVEL suit of +1 plate mail is out of reach, he will grab
his +1 shield and +2 hammer if allowed. The
The temperature drops sharply as the party descends other smith’s plate is non-magical. Like AREA
any of the stairs, being only slightly above freezing 4, the quarters are organized and well-main-
throughout the dungeon (AREAS 4–10 are some- tained. The five lockers, if searched, contain 19
what warmer). gp and ten peridots (100 GPV ea.), and three
sapphires (1,000 GPV ea.). The smiths’ work-
1. WATCHDOG. The stairs descend into an unlit books are written in code, but may still be valu-
hall. A large hound sleeps at the intersection able to the right parties (250 GPV × 6 work-
of the hallway, directly between the doors to books), although they are cumbersome (30 gp
AREAS 2 and 14. This is old Ulfuris, a hoar each). One of the smiths has a small silver flask
hound (as a hell hound, but he breathes frost of excellent brandy.
instead of fire, HD: 6; HP: 21; #ATT: 1; DM:
1–3) who can speak. Although venerable and 6. THE OVERSMITH’S APARTMENT. The Oversmith
nearly toothless, his senses are still keen and he (AREA 14) seldom rests, and thus he is seldom
will awaken on a roll of 1–4 unless steps are here. He is here every other night for three
taken to move silently. If awakened and not hours, in such a deep sleep that he only awakes
immediately mollified in some manner, he will if someone violently shakes him. The last half
bark furiously and attack, drawing the attention hour of his time here he spends in worship in
of those in AREA 14. his secret room, carefully cutting his hands and
draining the blood into a small bowl, then mix-
2. NUPPERIBO PIT. Immediately opposite the door ing the blood with ale and drinking the macabre
is a closed portcullis guarded by a sole spined mixture. The room is sparsely decorated and the
devil (HP: 16) armed with a military fork. The worktable is covered with sketches and elabo-
chamber beyond is thronged with 61 nupperibo rate plans for new forms of Black Watch mem-
(HP: 8 (×4), 7 (×6), 6 (×5), 5 (×10), 4 (×6), bers and frightful machines of war. An espe-
3 (×10), 2 (×10), 1 (×10)), kept here for brute cially cunning trapdoor is difficult to detect (1 in
labor. They will obey the command of any dia- 8) and is trapped with a needle armed with a
bolical being. deadly poison powerful enough to slay dwarves
(-2 on the saving throw; 2–12 hit points even if
3. COMMON ROOM. Four non-combatant duergar the save is made). Amidst the smith’s personal
dwell here (HP: 7 (×2), 4, 3), mending, cleaning possessions is a steel vial containing five more
and cooking a bland (but nourishing) stew. They doses of the poison. He has no treasure, having
have no treasure. The door leads to a garderobe. secreted it in AREA 24.
This room contains the dwarves’ stores of food,
water and ale, brought from the Prime Material. 7. SECRET SHRINE. This secret area has a floor of
polished red stone. Elaborate red crystal (unlit)
4. GRAY DWARF QUARTERS. Bunks for nine gray lanterns hang in recessed alcoves within the
dwarves are kept here. The room is orderly and east, west and south walls. The north wall fea-
clean. Three duergar are currently resting here tures an altar; an iron bowl and jeweled dagger
(HD: 2; HP: 10 (×2), 8). They are unarmored, but lie atop. The Oversmith conceals his worship of
their picks and hammers are within easy reach. Abbathor, the dwarven god of greed. The dag-
They each have a chain shirt and small metal ger is worth 1,200 gp. Any good-aligned PC
shield prepared by their bunks. Each bunk has who steals the dagger, however, faces a terri-
an orderly foot locker. A methodical search turns ble curse: each day at midnight the PC suffers a
up 35 gp and five garnets worth 200 gp each, mysterious wound from an invisible (and unstop-

22
DF34 John Turcotte
pable) malign force. 1 hit point of damage if C: 16; CH: 14; AL: CG; MR: 14%). Her gear
suffered the first night, 2 hit points the second, and feathered shawl have been stolen.
3 the third and so on, until the PC is slain or
a successful exorcism spell (against an 11 HD b. A dwarf. This is Klemens, a 3/3rd level
“possessor”) is cast. Giving the knife away will fighter/thief (AC: 7; HP: 11; S: 13; I: 12; W:
not prevent the curse. 12; D: 17; C: 12; CH: 6; AL: N), hailing from
the Hidden Kingdom of Mîmrodin. He was
8. HER DARK MAJESTY’S PRISON. This warm captured spying.
chamber is lit by a number of grotesquely-fash-
ioned braziers filled with hot coals. The room c. A hoary middle-aged human, but in excellent
is sparsely decorated, with a long stone table, physical condition. This is Aapo, an elder of
several metal chairs, and a large metal frame set the disgraced Marten Clan (see Stormcrows
against the northern wall outfitted with shackles. Gather). He is a 4th level human berserker
A pile of boxes and chests has been made in the fighter who is also a wereweasel (human
southeastern corner. Her Majesty’s jailor is here, form: AC: 10; HP: 22; S: 15; I: 12; W: 14;
a hulking ogre mage (HP: 28). He is armed with D: 14; C: 13; CH: 12; SA: berserk: attack
a jagged-toothed blade and bears a ring of 2/1 or 1/1 at +2 to hit; wereweasel form:
brass keys that open all of the chests in this room AC: 4; HD: 3+6; HP: 19; #ATT: 1; DM: 2–8;
and the cells in the hall beyond. He is served by SA: blood drain; SD: silver/magic weap-
a fire mephit (HP: 16), presently lounging in the ons needed to hit; AL: CN; see Stormcrows
largest brazier. The chests are mostly empty and Gather for wereweasel description). He is
serve to hold the possessions of any prisoners. desperate to escape.
All are locked, and if all are searched, 1,080
sp, 1,830 gp, 14 pp and a gold and silver neck- d. A babau demon (HP: 47) is curled up in this
lace worth 800 gp, can be found, in addition to cell. It was captured spying on Her Dark Maj-
clothing and personal effects. esty. The demon would love to be freed and
will certainly assist in creating mayhem. As
A large bedroll is tucked out of sight and the evil as it is, it loathes the devils more than
jailor keeps his own treasure in a large sack the PCs (although it simply can never be
locked within an iron chest that is trapped (poi- trusted) and must account to its dread master
son darts fan out in a 60º arc before the chest, (the demon lord Secothbenoth) upon its return
save versus poison or become paralyzed for and, thus, must have some havoc to report. It
2–20 turns: +1 hammer, +2 vs. magic-using & will offer the name “Ulkhum-Ahu” if asked to
enchanted creatures (as the sword), +1 battle identify itself.
axe, +4 vs. reptiles (as the sword), +1 buck-
ler, potion animal control (reptile/amphibian), 9. TORTURE CHAMBER. This chamber is outfitted
a scroll containing the following spells: death’s with a horrific collection devoted to pain and
door, flame walk, insect plague, raise dead, and misery. All of the usual accoutrements are pres-
remove fear (at 12th level), six banded agates ent, as are many others that could only have
(10 GPV ea.), four chalcedony (50 GPV ea.), been conceived in Hell. They are arranged in
and seven rock crystals (50 GPV ea.). a semi-circle facing a single chair fashioned
from silver (XPV: 1,800; GPV: 5,100). Images
The hallway beyond is frigid and forlorn. It is are barely visible through the soot on the walls;
lined with stout iron doors, each with a massive ghoulish figures watch over the horror that surely
lock and a small viewing window. The 8’ × 8’ unfolds here. The chair radiates magic. By now,
cramped cells beyond each contain a perma- the party members are no doubt hesitant to sit
nent anti-magic shell, ensuring that escape is on any of Her Dark Majesty’s chairs. However,
difficult indeed. no ill effect will result. If the floor is examined,
it appears from scrape marks that the chair has
Cells a–d are occupied as follows: been moved frequently, to face the rear wall.
Directly behind the chair, the mural depicts a
a. This cell contains a bedraggled maiden, actu- host of damned souls tumbling into a stygian
ally Lára, a swanmay (7th level ranger, AC: void. Should any person seated concentrate on
7; HP: 48 (21); S: 14; I: 13; W: 14; D: 10; that void, they will immediately feel an unnatural

23
John Turcotte Mistress of the Ghost City
chill engulf them. If they continue to concentrate, Plane. He will certainly aid in the destruction of
they will feel the chair –with them seated- hurl Her Dark Majesty if he can, but fears for the
itself into the abyss! To onlookers, the chair and PCs’ safety. Further, he was not given license by
its occupant vanish. In reality, the chair has tele- his superiors to run amok on Dis, and must return
ported to AREA 10. If removed from the dun- to Elysium as soon as possible.
geon complex, the chair retains its ability to tele-
port within 1” distance. 11. PIT. The long fall from LEVEL 4, AREA 2 ter-
minates here. There is a 3’ × 3’ metal grill in
10. FORLORN PRISON. When the magic is trig- the wall between AREAS 11 and 12. From this
gered, the silver chair teleports itself and who- side, it is difficult to move (requiring a successful
ever is seated upon it to a pitch-dark cramped BEND BARS/OPEN GATES roll).
and freezing chamber. If seated, a person need
only desire to return to the Torture Chamber to 12. SECRET ROOM. A thoul tunnel (AREA 18) opens
do so in a single segment. The walls, floor and into this smaller chamber from the floor. The
ceiling are seemingly made of metal; painful to secret door into the larger chamber to the north
the touch with the cold (indeed, inflicting 1 hit is obvious from within the secret room. A metal
point of damage per round to exposed flesh). grill separates this area from AREA 11 and it
The ceiling is only 7’ overhead and there are no can be (relatively) easily opened from this side
windows or doors. The chair faces a prison cell (normal OPEN DOORS roll).
to the immediate west; the bars made of black-
ened iron and covered in evil runes of power. 13. WHISPERING VAULT. A palpable sense of evil
A naked figure sits in the cell. The prisoner is permeates this empty, unlit chamber. Anyone
Radiant Smoke Envelops the Unrepentant, an who enters is disquieted; they seem to hear
astral deva (HP: 77); its capture an accomplish- snatches of thin whispers, but no words can be
ment of which Her Dark Majesty is especially discerned. Occasional flickers appear out of the
proud. Her prisoner causes her no end of con- corners of one’s eye. The entire chamber radi-
cerns, however, as she worries of his escape. ates evil if detected. In fact, disembodied evil
She dares not bring him forth from his cell even spirits are retained here, called by Her Dark
for torture and is coming to be of a mind to turn Majesty’s abhorrent summoning. Shapeless and
her prisoner over to Dispater (in return for some without substance, they cannot hurt the party
dire boon, no doubt). Still, it pleases her to think members. They wait to inhabit the suits of armor
of him trapped in the freezing dark. fashioned by the Oversmith and join the ranks of
the Black Watch.
The deva is obviously a tremendous ally if freed.
However, his cell is not only lead-lined (as is the 14. THE COLD FORGES. A blast of intense cold
entire room), but also subject to a permanent envelops the party when this door is opened.
anti-magic shell. The bars are not truly made of Beyond is a huge frigid chamber, lit by an intense
iron, but rather of some hellish alloy which resists blue-white light. The walls, ceiling and floor are
bending or breaking (the bars save as hard coated with hoar-frost and icy growths. Huge ici-
metal +5 and can be bent only by those with cles hang from the ceiling like stalactites. There
20 Strength or better). The cell door does have is a recessed area at the far end of the chamber,
a magical lock and Her Dark Majesty keeps the from where the light emanates. Figures can be
key in her person. NOTE: The distilled ultimate seen silhouetted against the illumination.
solution from the Laboratory (DUNGEON, AREA
25) will work to dissolve the lock/bars. Attempts The Oversmith toils here at the far end of the
to pick the lock are fruitless except on a natu- chamber (AC: 6; HD: 7; HP: 37). He wears a
rally rolled “01” although a thief is subject to veritable mountain of heavy furs, an insulated
a nasty curse for his troubles: each day thereaf- facemask and gauntlets of ogre strength,
ter, he loses 1–10% from a randomly selected together with his ring of x-ray vision. Presently,
Thief Function. Remove curse will not help; a he is using tonsures which, if he must, he can
successful dispel magic against an 18th level wield as a club. If allowed, he will draw his
caster is required. If freed, Radiant Smoke will sword of the lower planes (see NEW MAGIC
do his part to assist the party members in getting ITEMS) taking a round to do so. Beneath his furs,
back to the (relative) safety of the Prime Material he wears +2 leather armor.

24
DF34 John Turcotte
Attending the Oversmith are three undersmiths. The charts and scrolls contain maps and sche-
One has 5 HD (HP: 29); he is outfitted in furs matics of the citadel, containing all locations
and has (the Oversmith’s) +3 hammer at the except secret doors, any areas concealed by
ready, and wears +1 plate mail and carries a secret doors, trapdoors, the pit at LEVEL FOUR,
+2 shortsword under his furs. Another has 4 AREA 2, DUNGEON AREAS 7, 10–12, and
HD (HP: 17), is armed with a +1 hammer and 25–28. Neither the chamberlain nor his minions
shortsword; he wears plate mail under his furs. have any treasure.
The last is 3 HD (HP: 14) who wears plate and
bears a hammer and short sword. 17. SCULLERY. This room is a chaotic mess. A vast
metal sink occupies the north wall and numer-
The bricked-off hallways leading to AREA 15 are ous tables clutter the space. A spined devil (HP:
not immediately visible due to the ice and frost. 16) oversees four lemures (HP: 15, 14, 11) who
The trapdoor to AREA 24 is likewise concealed listlessly clean an assortment of pans, dishes,
and is described more completely in that entry. utensils and far less pleasant items. The devil
conceals his appearance beneath an illusion-
15. ARCTIC PASSAGE. This hall is blisteringly cold. ary bear-like form with folded feathery wings.
It is dimly lit by a whitish glow, enabling heroes The dumb-waiter in the western wall leads up
to see a tall gleaming figure in the precise center to LEVEL ONE, AREA 21 and LEVEL TWO,
off the passage. This is an ice para-elemental AREA 9. Unless the PCs have used/disturbed
(HD: 16; HP: 78) bound within a magic circle, the dumb-waiter, when this room in entered, roll
commanded to pour forth his essence into an 1d6: 1–2: the lift is here; 3–4: on LEVEL ONE;
enchanted lens (XPV: 3,000; GPV: 15,000) in 5–6: on LEVEL TWO.
the northern wall to power the Oversmith’s cold
forges (AREA 14). It is enraged by its servitude. 18. THE CORPSE-EATERS. The stench of this
If the magic circle is broken, it will smash down chamber is detectable beyond the threshold.
the brick walls within four rounds, attempt to slay Beyond, the filthy space is strewn with waste,
every living thing in AREA 14 and will pursue shredded clothing, gnawed bones and fright-
those who flee, wreaking havoc in the dungeon ful muck.
for up to three turns before departing.
Four thouls lurk here (HP: 23, 20, 17, 16). Two
A thoul tunnel (AREA 18) opens into the west- of their brethren are above in LEVEL ONE, AREA
erly end of the passage. If removed, the lens 21. There is an obvious trapdoor in the ceiling.
provides a bonus to all cold-based spells cast In the southeast corner, the floor has been dug
through it, inflicting +1 damage/die. away. This hole leads to a series of twisting,
claustrophobic tunnels beneath the citadel. The
16. CHAMBERLAIN. This chamber is a crowded tunnels require those who enter to crawl prone.
mess of furniture and folded charts and scrolls. No map is provided; however, the maze pro-
The citadel’s chamberlain, a bearded devil vides access to DUNGEON LEVEL, AREAS 12,
(HP: 36) keeps council here, operating the fine- 15 and 20, and at least two branches extend
tuned maintenance and chores insisted upon out into the Ghost City. Whatever else PCs
by Her Dark Majesty. Presently, he is review- brave enough to worm through the tunnels may
ing a cleaning schedule with a motley host of encounter is entirely up to the DM. The thouls
characters, an ice mephit (HP: 13), a smoke have no treasure.
mephit (HP: 18), a red abishai (HP: 17) and a
spined devil (HP: 21). None of the devils are 19. EMPTY STOREROOM. The secret door in the
immediately recognizable however, as each southern wall is opened by depressing a well-dis-
is concealed by an illusion: the chamberlain guised panel in the western wall, causing a sec-
appearing as a squat, toad-faced being with a tion of wall to recess back three inches and then
tentacled beard, the abishai as a wolf-headed slide up.
creature with the body of a stork, the spined
devil as a monstrosity with a wolf-like body, the 20. STOREROOM. This room is little used. There are
head of a parrot and a cobra for a tail. Combat some dry stores here, together with lumber, bro-
in the cloistered area is chaotic, all combatants ken furniture and other junk. Weird snake-like
fight at a -1 penalty. rodents wind through the mess. A hole has been

25
John Turcotte Mistress of the Ghost City
clawed up through the floor in the southwest cor-
ner and concealed with debris; this hole leads
to the thoul’s tunnels (DUNGEON, AREA 18).
A thoul is currently here (HP: 19), observing the
inhabitants of AREA 16 via a small spyhole in
the secret door (the door is only 2 ½’ square).

21. CAVERN OF PITY. The secret door is opened by


pulling down a torch holder at the end of the
hall. The portal reveals a rough-hewn cavern,
perhaps partly natural. It is dimly lit by a faint
blue-green illumination with no discernable
source. A pool of frigid water has collected
here.

When the PCs enter, the shade of a young girl


holding a candle will materialize, standing in
the (to her) waist-deep water. The spirit is not
frightful; rather it elicits pity. The girl is a form of
Lost Soul (q.v.) but, being absolutely pure and black fur. The most dominating feature is its
incorruptible, she cannot be harmed by any- massive maw, fearfully out of proportion with
thing in Hell. She is in fact the shade of Her Dark the remainder of its form. Its eyes are small and
Majesty’s half-sister Eija. She cannot leave the red and its ears are barely visible beneath its
Citadel while Her Majesty exists, but neither can long fur. Hävittää-lta Odottaa (“Eater of
that fiend molest her. Eija effectively radiates a Hope”) (AC: 4; MV: 9”; HD: 16; HP: 93; #ATT:
permanent circle of protection from evil in a 3’ 1 bite; DM: 6–36; AL N; SA: stomp, shake; SD:
radius for purposes of dealing with malign crea- immune to disease, fear and poison; regenera-
tures. If the PCs do not attack her (or attempt to tion; XPV: 11,210) is larger than a mammoth. In
turn her), she will do anything she can to aid the the hallway leading to its lair, it can only bite.
party. Although she has little specific information In a larger space, it can also stomp on a vic-
about the citadel, she knows many generalities, tim, inflicting 1–8 points of damage and pinning
and knows that a pack of thouls have been tun- its prey beneath its weight unless a successful
neling throughout the complex (DUNGEON, saving throw versus petrification at -2 is made
AREA 18), that her half-sister has abducted a (inflicting an automatic 1–8 hit points of dam-
special prisoner (LEVEL FOUR, AREA 4) and that age per round until prey is released). If it rolls
she keeps “another prisoner she fears” (DUN- 4 more than needed on its “to hit” roll, it sav-
GEON, AREA 10). If the party thinks to rescue agely shakes its prey and dashes it to the floor,
her after Her Dark Majesty is destroyed, upon inflicting 2–12 points of damage in addition to
her return to the Prime Material she will vanish; its bite. The thing is difficult to kill as it heals all
her people’s deities having reincarnated her. wounds at the rate of 1–4 hit points each round.
She will seek out the party in the future in her It will not regenerate once it reaches 0 hp.
new (human) form to properly thank them.
23. LOST TREASURES OF THE CLANS. Beyond the
22. THE BEAST’S LAIR. The dungeon is haunted by portal are kept the greatest treasures of the Clans,
a horrifying beast. This portion is sealed off by stolen by Her Dark Majesty’s minions early in
a thick (3’) brick wall. What original stock this her campaign against the Land of Song, more
creature may have been, wolf, bear or lion, is than four generations ago. A pair of impressive
unknown. Decades of feasting on the Clan’s aurochs crowd together in this stinking chamber.
greatest treasures (AREA 23) have warped The bull is as black as night; the cow as white
this monster to the point where even Her Dark as milk, both boasting daunting horns. The ani-
Majesty fears unleashing it. If attracted out of mals (AC: 4; MV: 15”; HD: 4; HP: 32; #ATT:
its lair, its head and jaws fill the hallway, as it 1; DM: 2–16; SA: charge for double damage;
must crouch to traverse the passage. In shape, AL: N) radiate magic. These creatures are gifts
it has a huge squarish body with long wooly from the Upper Planes. Päivä, the cow, can pro-

26
DF34 John Turcotte
duce as much milk in one day as seven normal call down a horrible doom.
cows, and it will not sour for a week. The cream
skimmed from the milk is identical in effect as 24. FORGOTTEN CHAMBER. Short of facing Hävit-
royal jelly created by giant bees (see MONSTER tää-lta Odottaa, this secret room may only be
MANUAL II). Yö, the bull, can be slaughtered accessed via a well-concealed trap door in AREA
and the meat thereby obtained functions as a 14 cunningly concealed to appear as part of the
heroes’ feast when eaten that day, for up to floor. It can be detected as any secret door. If
twenty-four men. He is resurrected anew each uncovered, a 2” thick, 2½’ × 2½’ stone slab
dawn. If allowed to breed, Päivä and Yö will can easily be slid aside revealing a recessed
produce a pair of twin calves twice per season. stone face. A complicated lock mechanism is
These offspring are non-magical in nature, but set in the center of the secret area, comprised
will always grow to maximum hit points. Note of three smallish metal levers set in slots. Each
that Päivä can also be slain each night, only to slot has three settings; a top, middle and bottom
be returned to life the next morning. Her meat, position. The correct setting to open the lock is
while succulent, confers no additional benefits. as follows: Top/Top/Middle. If that combination
Nothing short of a wish will permanently kill is entered, the recessed area rises a few inches
either of these creatures. These magical ani- with a satisfying clang, and then a 4’ × 4’ sec-
mals are not particularly docile; they will defend tion of the floor slides aside, revealing a square
themselves to the best of their ability and a firm tunnel that descends 8’ down to an open area.
and careful hand is needed to manage them. Iron rungs form a ladder on the side of the shaft.
As a pair, they are effectively priceless (XPV:
10,000). If the PCs attempt to keep or sell them, If the levers are set to Top/Top/Top or Bottom/
however, as opposed to returning them to the Bottom/Bottom, a trap is tripped and a virulent poi-
Clans, the Ancestors will no doubt intervene and son gas erupts from the slots, forming a 12’ × 12’

27
John Turcotte Mistress of the Ghost City
cloud centered on the lock mechanism. The poi- desires an owner. It will, however, permanently
son is designed to slay any of the Oversmith’s devour 3 hit points per year and actually can-
greedy underlings and is therefore exceptionally not be removed (not without a quest of the DM’s
potent, as it is intended to be equally deadly to devising). More distressingly, however, it is vain-
duergar. Anyone caught in the initial spray (the glorious and jealous and will seek to assert its
handle-puller and anyone immediately beside personality over its wearer at the first opportu-
them) must save versus poison at a -2 penalty or nity (see DUNGEON MASTERS GUIDE p. 168).
be slain. Those who save still suffer 2–12 points A portion of the northern wall was once clearly
of damage and are treated as stunned for 2–8 a doorway that has long since been bricked up.
turns. Any victims in the resultant cloud must also If intrepid adventurers venture beyond, they may
save versus the death poison (at no penalty) and well wish that they had not (see AREA 22).
suffer only 1–6 points of damage on a successful
save. The cloud dissipates in two rounds. Any AREAS 25 – 28: HER DARK MAJESTY’S SANCTUM:
other combination, with the two exceptions set These areas are all protected by potent dweomers
forth above, simply has no result. The trap may and thick lead plates. As such, these strong mag-
be found normally by a thief, but is exceptionally netic and magic forces prevent the use of teleporta-
difficult to remove. Thieves suffer a -25% penalty tion or passwall spells into or out of this section of
on rolls to do so. the dungeon (as well as the portable trapdoor). The
only means of ingress or egress is the great spiral
The shaft descends to a 4’ × 4’ tunnel that stair from LEVEL FOUR, AREA 2a (unless the wall in
extends for 15 feet before terminating in another DUNGEON LEVEL, AREA 11 is somehow punched
8’ shaft with an accompanying ladder. An obvi- through). Likewise, scrying into these areas is impos-
ous trapdoor is at the top of this shaft and is sible. As a result of these enchantments, and Her
neither locked nor trapped. Dark Majesty’s commandments, no one, not even
Kirsi or the Bridegroom, will enter this area without
The 20’ × 20’ chamber above the shaft con- Her Majesty’s direct permission. Therefore, it is iron-
tains the secreted wealth of the Oversmith kept ically the best location in the entire complex for the
in orderly chests and coffers (all unlocked): PCs to hide.
11,000 cp, 7, 500 sp, 4,800 gp, 500 pp, a set
of jade bracelets (1,000 GPV ea.), a wrought 25. LABORATORY. The great spiral stair comes at
silver torc set with emeralds (5,000 GPV), a last to an end in a short pitch-dark hall. Directly
gold crown set with a perfect black sapphire opposite the stair is a massive portal depicting a
(6,200 GPV), a gold drinking horn set with dia- fantastic bird of paradise; its multi-colored feath-
monds in the shape of the Hammer Constella- ers made up of precious stones.
tion (6,100 GPV), a potion of fire resistance,
and oil of acid resistance. Lastly, there is a tiny a. Guards and wards: Only the key kept on
silver box is lined with silk (200 GPV). Within Her Dark Majesty’s person will unlock the
is a plain gold ring. When the box is opened, door and permit entry beyond. The PCs will
the ring will telepathically speak to all present, no doubt surmise that the door is well-pro-
declaring, “My name is Fritjof. Stop before you tected, and it is. The door reflects all spells
pick me up. I function as a ring of invisibility but of less than 4th level cast upon it. Likewise,
will also grant my wearer one wish spell each it cannot be forced open without a successful
year. My only drawbacks are that I permanently BEND BARS/OPEN GATES roll. If an attempt
consume a piece of your soul each year, and I at forced entry is made, a symbol of discord
may have but one wearer. Once I am removed is triggered. Subsequent attempts in a single
from the finger of the one who wears me, all day will trigger symbols of sleep and death,
my powers are lost. But if you would take me, respectively, after which no further magical
you must put me on before you depart, because traps are triggered for a 24-hour period while
I can leave this room only while worn. So you the portal resets. Each time, the symbols man-
must decide right now who will wear me per- ifest as the result of a dazzling display of light
manently.” The ring is intelligent (INT: 15), neu- playing off the gems set into the door. The
tral-aligned and has an Ego of 8. It is lying as secret to avoid these symbols, therefore, is to
to being powerless unless worn immediately; it vandalize the door in complete darkness. If

28
DF34 John Turcotte
the PCs exercise the two hours necessary, they chest, a coffer with an inlaid mother-of-pearl
can extricate 4,675 gp worth of ornamental cover and a bone scroll tube.
and semi-precious stones from the door.
The chest is wizard locked but untrapped; it is,
Beyond the door is an oddly-shaped room. The however extremely heavy. A small chest con-
walls feature deeply-incised runes of power and structed of lead fits neatly within. It is also wiz-
magic. Although sizeable, the chamber feels ard locked and is protected by a frost trap spell
cramped due to the filled shelves, cases, work- (otherwise identical to fire trap) cast at the 18th
benches and tables. Of immediate concern is a level of ability. An even smaller ornate chest con-
life-sized statue of dark green crystal, fashioned structed of silver (GPV: 875) sits within the lead
in the form of a naked female. This is a decanter chest. It, too, is wizard locked and opening the
golem (see NEW MONSTERS), filled with green chest without first reciting the password (known
slime. It will attack any creature not accompa- only to Her Dark Majesty) summons an opinicus
nied by Her Dark Majesty, Kirsi or Sadatella. (HP: 36) bound to guard the contents of the chest.
The creature will be most distressed to battle a
This is Her Dark Majesty’s laboratory and work- group of good-aligned PCs, but is compelled to
room. The shelves and beakers are full of spell do so if they persist after the chest’s contents. It
components and a variety of disquieting mate- will therefore do what it can to dissuade them
rial. A single skeleton (HP: 4) is present to assist from that course of action. The silver chest con-
in menial chores, and will assemble itself from tains a breathtakingly ornate and baroque neck-
a pile if commanded to do so or approached. It lace made from a glittering crimson metal and
has remarkable manual dexterity and can follow set with a single fire opal the size of a robin’s
even the most complex of commands. If the entire egg. The necklace appears to be worth 17,500
laboratory is thoroughly searched, a time-con- gp, but it radiates evil and woe to those who
suming process, the party will discover several take it or even gaze upon it for it is the talisman
completed potions: elixir of madness, extra of Kuu Humastaas, the Bridegroom (see MON-
healing, fire resistance, poison and undead STER MANUAL, p. 20).
control (vampires), together with more than a
dozen unfinished droughts. Scrolls of protection The coffer is neither locked nor trapped, it con-
from breath weapon (dragons), protection from tains oil of etherealness and a scroll containing
lycanthropes, and a scroll containing dimension magic jar.
door and minor globe of invulnerability are also
here. She is presently working on a scroll of pro- The scroll case is likewise protected by both a
tection from devas, but it is incomplete. Her Dark frost trap and a symbol (insanity). Within are
Majesty’s beaker of plentiful potions can be three scrolls. The first details the unspeakable
found in a prominent position. Lastly, the party can rites necessary to create Heartless Ones; the sec-
find two stoppered glassteel flasks kept together ond details the construction of shocking bones;
in a specially-prepared basket. One contains 25 and the third is a special illuminated sheet of
oz. of ultimate solution; the other holds 8 oz. of vellum — in fact the material component of a
the distilled variety of the solution (q.v.). spiritwrack spell, setting forth the true name of
Dispater’s vassal, the pit fiend Bel (incidentally,
b. The Secret Cache: There is no door to this it is “Adonibahal”).
area; like LEVEL FOUR, AREA 5, it may be
accessed only by teleportation, passwall Her Dark Majesty’s spellbooks are kept in an
(cast from within the complex) or through use orderly fashion upon the top shelf. Although the
of the portable trapdoor. This space has a PCs will no doubt fear protective enchantments,
7’ ceiling and features a stone-topped table she must herself consult these tomes regularly
built into and running along the length of and therefore, they are not trapped. It is incum-
the north wall. Two shelves are set above it. bent upon any good DM, however, to convince
The uppermost shelf contains a collection of the party otherwise! Her collection includes the
seven leather-bound tomes with brass clasps. following:
The lower shelf holds a smallish dark wooden

29
John Turcotte Mistress of the Ghost City
Spellbook #1: Spellbook #7: This tome is a traveling spell-
book and is specifically enchanted such that it is
first level: charm person, detect magic, magic immune to magical fire. It contains only a single
missile, protection from evil, read spell:
magic, shield, shocking grasp, sixth level: spiritwrack
unseen servant
second level: darkness 15’ radius, detect invisi- 26. VIVISECTION GALLERY. Horrific moans and cries
bility, levitate, mirror image, shat- can be heard as soon as the door is opened. If
ter, vocalize, web, whip the area is entered, the din ceases immediately,
third level: clairvoyance, dispel magic, hold replaced by pitiful whimpering. There are six
person, lightning bolt, monster pits in the floor; each eight feet deep. Within
summoning I, phantasmal force, each pit are 1–4 ghastly creatures, shockingly
suggestion, tongues deformed and twisted; some whose flesh has
the appearance of melted wax. Three of these
Spellbook #2: things have managed to escape their pits and
first level: alarm, armor, dancing lights, cower at the far end of the room. These are the
identify, message, read magic, Broken Ones, the results of Her Dark Majesty’s
sleep, write inhuman experiments (AC: 10; MV: 3”; HD:
second level: continual light, ESP, invisibility, 1-1; AL N). They are non-combatants and can-
locate object, scare, wizard lock not harm the heroes. At the far end of the cham-
third level: blink, fly, hold person, slow ber is a long metal table, replete with manacles.
A series of drawers built into the table contain
Spellbook #3: all manner of disturbing tools, blades, saws and
fourth level: charm monster, confusion, fire other things. While their precise function cannot
shield, minor globe of invulner- be determined, the PCs can surely make rough
ability, monster summoning II, and nightmarish guesses.
remove curse, wall of ice
fifth level: animate dead, cloudkill, conjure 27. SUMMONING CHAMBER. The secret door
elemental, hold monster, magic to this chamber leads to what appears to be
jar, monster summoning III, stone a large unlit chamber. In fact, the chamber is
shape, teleport divided into two separate areas, as depicted on
the map, by a wall of force that Her Dark Maj-
Spellbook #4: esty may raise or lower by command (it is pres-
fourth level: dimension door, frost trap (a vari- ently raised). The larger portion of the room is
ant but otherwise identical to fire used for summoning dread entities. As such, it is
trap) uncomfortably warm; permeated by an ungodly
fifth level: contact other plane, dismissal, stench and fearful presence. Three magic circles
dolor are inscribed upon the floor. Her Dark Majesty is
sixth level: control weather, death spell, not presently “entertaining” any visitors.
enchant an item, legend lore
28. PORTAL. The door to this area is protected by a
Spellbook #5: powerful dweomer. Anyone who opens the door
sixth level: geas, monster summoning IV without Her Dark Majesty’s permission must save
seventh level: limited wish, monster summoning V, versus spells or be polymorphed into a medusa!
sequester The passage beyond is unlit and features only
a large brass-bound door with a heavy pull-
Spellbook #6: ring. It opens easily enough. Whether it leads
eighth level: glassteel, monster summoning VI, to Avernus, Minauros, the Astral Plane or else-
permanency, trap the soul where is entirely up to the DM.
ninth level: gate, shape change

30
DF34 John Turcotte
CONCLUSION: If the heroes destroy Her Dark Maj- Player Characters surviving the adventure are heroes
esty, her reign of evil is ended and the Land of Song without peers in the eyes of the Clans and are
is free of her malice. Without her iron will driving awarded titles and territory. Marriage to the Clans’
them, her host of gnolls scatter and the Black Watch daughters is insisted upon. Immortality, in song at
companies cease their attack and return to the Ghost least, is attained. There are far worse endings to be
City, where they will stand at attention until the end had.
of time. If the horrid bell in LEVEL ONE, AREA 22 is
destroyed, severing the link between The Ghost City
and Dis, the PCs will have earned a boon from the HERE ENDS MISTRESS OF THE GHOST CITY
Clans’ Ancestors (DM’s discretion, but a limited wish HERE ENDS THE HER DARK MAJESTY SERIES
is recommended).

APPENDIX A: HER DARK MAJESTY

VAMATAR (evil heroine) lished in Dragon Magazine #26 (June 1979)). What
Her Dark Majesty, The Fiend Bride was left of her original body was eventually recov-
ered from the floor of the fjord. Now, the girl Säde
ARMOR CLASS: 4 is being groomed for Vamatar’s eventual possession.
MOVE: 3”
HIT POINTS: 49 (11 HIT DICE) In life, she was a legendary heroine before her
NO. ATTACKS: 1 corruption; clever, brave and beloved by all. She
DAMAGE/ATTACK: 1–10 became, however, cold, cruel and vain. She memo-
SPECIAL ATTACKS: See below rizes phantasmal force each day and uses it to cre-
SPECIAL DEFENSES: See below ate the illusion of her appearance in life: a tall, stern,
MAGIC RESISTANCE: Standard striking woman with long, immaculately-braided
SIZE: S white hair and frigid blue eyes. If the illusion is dis-
ALIGNMENT: Lawful Evil pelled, the heroes will recoil in horror. Not much is
CLERIC/DRUID: Nil left of Her Dark Majesty, and what remains is bar-
FIGHTER: Nil nacle-encrusted and ruined. In a similar vein, she is
MAGIC-USER/ILLUSIONIST: 18th level magic-user never without her rod of splendor. Overconfidence
THIEF/ASSASSIN: Nil is perhaps her greatest flaw.
MONK/BARD: 9th level bard
PSIONIC ABILITY: Nil As a semi-lich, Vamatar may be struck by normal
Attack/Defense Modes: Nil weapons. She is, however, immune to charm, sleep,
X.P. VALUE: 10,034 enfeeblement, polymorph, cold, electricity, poison,
S: 9 I: 19 W: 17 D: 6 C: 17 CH: 18 insanity and death spells/symbols. Her touch causes
paralysis against those failing their saving throw.
Vamatar was indeed defeated by Hjalmar’s forces Lastly, any creature below 5th level will flee upon
on Battle Bay during the Winter of Tears. Her body seeing her true visage. She was born with the innate
was broken and cast down through the ice and ability to speak with animals and obtain animal
beneath the black waters. She had already begun friendship, although none can now bear the sight
the unspeakable process of achieving lichdom prior of her (although she sometimes meditates invisibly in
to her campaign against the Land of Song. When her her garden).
physical form was ruined, her spirit escaped to her
phylactery which was taken by her servants when Due to her failure to perfect the process of transfor-
they fled the field. Unable to defend Black Towen mation, however, Vamatar has access to spells only
from the wrath of the Clans, those few servants up to third level. It should be remembered however
still loyal to her fled further north still, to Nälkäinen that she casts said spells as an 18th level magic user
Kivenen. Twice, she attempted to enter a body pre- and 9th level bard and that the spells therefore lose
pared for her by Kirsi, and twice the attempt failed none of their effectiveness. Her Dark Majesty typi-
(see Len Lakofka’s article, “Blueprint for a Lich,” pub- cally memorizes the following spells:

31
John Turcotte Mistress of the Ghost City
Magic User: Vamatar wears, at all times, the Token of Dispater.
This ring functions as a luckstone for Her Dark Maj-
first level: detect magic, magic missile, protection esty. It also allows her to call upon her bridegroom
from evil, shield, unseen servant in times of desperate need, although she is loathe to
second level: detect invisibility, levitate, mirror do so for she must repay each such boon. If worn by
image, vocalize, web any other person, this ring functions as a lodestone.
third level: clairvoyance, dispel magic, lightning She also wears a ring of mind shielding. She carries
bolt, phantasmal force, suggestion a pair of scrolls with her in a glassteel scroll case
Druid: with an ornate solid gold latching lid, (worth 7,750
GPV). The first contains: charm monster, hold mon-
first level: contaminate water, faerie fire, invisi- ster, monster summoning IV and maze. The second
bility to animals contains knock, geas and monster summoning V (all
second level: charm person or mammal, heat metal, spells scribed at 18th level of experience). On her
warp wood person, she carries a ring with three keys – to LEVEL
third level: cause disease, protection from fire, FOUR, AREA 2a, DUNGEON, AREAS 10 and 25.
summon insects

APPENDIX B: NEW MONSTERS

THE BLACK WATCH

FREQUENCY: Very Rare (at best)


NO. APPEARING: 1 (6–60)
ARMOR CLASS: 1 (or better)
MOVE: 6”
HIT DICE: 2 and better
% IN LAIR: 100%
TREASURE TYPE: Incidental
NO. ATTACKS: 1 and better
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi
ALIGNMENT: Lawful Evil
SIZE: M (7’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/Nil
X.P. VALUE: 171 + 2 per hit point

The Black Watch was created during dark times


in the utmost, sunless north. The majority of these
dreadful things were destroyed along with their cre-
ator in a great battle. Some remain, hidden in secret
places, tirelessly awaiting their mistress’s return.

Each member of the Watch is a suit of full plate


armor animated by a wicked spirit. The armor of Watch members are all armed with pole arms.
each member is inhumanly tall and thin, a dead Although they will almost always be encountered
black in color, with a great plume of jet atop their singly, there are rumored to be entire units secured
full helms. Neither faces nor eyes can be seen within in hidden vaults in the Underworld. Watch members
the empty helms. are armed as follows:

32
DF34 John Turcotte
40% pole axes DEVIL, KERES (Lesser Devil)
25% halberds
15% voulge FREQUENCY: Rare
10% lochaber axe NO. APPEARING: 1–6 or 3–12
10% bardiche ARMOR CLASS: 3
MOVE: 18”/24”
As mere animated suits of armor, Watch members HIT DICE: 5+5
are immune to all mind-affecting spells (including % IN LAIR: 10%
fear and illusions) in addition to death magic, para- TREASURE TYPE: Incidental
lyzation, petrification, poison, polymorph and cold. NO. ATTACKS: 3 or 2
They suffer only 1 hit point of damage per die of fire DAMAGE/ATTACK: 1–4/1–4/1–6
and electrical attacks. They are immune to psionic SPECIAL ATTACKS: See below
blast. They have no need to eat, drink, breathe or SPECIAL DEFENSES: See below
rest and, not possessing eyes, they are not swayed MAGIC RESISTANCE: 25%
by invisibility, alter self, or other concealing mag- ALIGNMENT: Lawful Evil
ics. They take only one-half damage from slashing INTELLIGENCE: Very
and stabbing weapons. Because they cannot heal, SIZE: M (6’ tall; 12’ wingspan)
but instead must be repaired, it is not uncommon to PSIONIC ABILITY: Nil
come upon Watch members who have been dam- Attack/Defense Modes: Nil/Nil
aged in past battles. Therefore, maximum hit point X.P. VALUE: 875 + 6 per hit point
Watch members are quite unheard of.
The “hounds of hell,” the keres are used by greater and
There are Black Lieutenants and Captains among archdevils to hunt down those who displease them.
them. For every twenty Black Watch members They are sometimes dispatched to Gehenna, Hades,
encountered, there will be a lieutenant. Lieuten- Archeron and even the Abyss on errands of woe.
ants are immediately recognizable by the fact that Very rarely, they are summoned to the Prime Material
they bear shields and their helms have dark purple to enact vengeance on behalf of their fiendish masters.
plumes. The armor and shields of the lieutenants
are both +1, granting them an armor class of –2. Keres have the ability to track down their quarry as
They have 4 hit dice and are typically armed with +1 if 10th level rangers. They have superior infravision
bastard swords or battle axes. If fifty Watch mem- (120’) and a tremendous sense of hearing, prevent-
bers are encountered, a Captain will be present. ing them from being surprised (unless movement is
Captains are equipped with +2 armor and shield concealed by a silence 15’ radius spell or a success-
(armor class –4), have 6 hit dice and fight at the rate ful Move Silently attempt). They relish in the hunt and
of 3/2. They are identified by red plumes and are will usually seek to overbear an opponent using their
all armed with bastard swords of wounding. It is superior strength. For purposes of unarmed combat,
rumored that there was once a Black General, but they are treated as having 18/01 Strength. They
surely this abomination was destroyed. will not hesitate to resort to their sharp talons and
beaks, however. If a keres successfully strikes an
The members of the Black Watch are daunting adver- opponent with both claw attacks, it will harry its vic-
saries for they march and attack without tiring, with- tim, inflicting an additional 2–8 hit point of damage
out pity, and with no regard for themselves. They can each round until it is destroyed or otherwise forced
be turned on the MATRIX FOR CLERICS AFFECTING to release its prey.
UNDEAD as “Special,” but holy water does not harm
them. They are kept at bay by circles of protection In addition to the standard abilities of its kind, keres
from evil. have the following spell-like abilities. Which they
may use at will, one at a time: detect illusion, detect
The arms and equipment of Watch members are well- invisible, locate object, produce flame and summon
made, if Spartan. While the weapons and shields another keres devil (30% chance of success).
may be recovered from a fallen Watch member, its
armor cannot, for these monstrosities must literally be Keres have two forms: appearing as either well-mus-
battered into uselessness in order to be destroyed. cled human females free of any adornment with the
Note that the spell mending heals 1–3 hit points on heads of owls, or as huge soot-colored owls with the
these creatures. heads of fierce human women. They will typically

33
John Turcotte Mistress of the Ghost City
take to the wing to chase down foes and then assume appropriate, causing it to shatter as above; if the
humanoid form in combat, but they can fight well in save is made the golem is unaffected. Decanter
either form (NOTE: In owl-bodied form, a keres does golems are entitled to a saving throw against shatter
not possess a bite attack). spells but are destroyed if the save is failed.

GOLEM, DECANTER HEARTLESS ONE

FREQUENCY: Very Rare FREQUENCY: Very Rare


NO. APPEARING: 1–3 NO. APPEARING: 1
ARMOR CLASS: 9 ARMOR CLASS: 9
MOVE: 9” MOVE: 12”
HIT DICE: 1 (6 hit points) HIT DICE: 3
% IN LAIR: 100% % IN LAIR: 75%
TREASURE TYPE: n/a TREASURE TYPE: K
NO. OF ATTACKS: 1 NO. ATTACKS: 1
DAMAGE/ATTACK: special DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: See below SPECIAL ATTACKS: None
SPECIAL DEFENSES: See below SPECIAL DEFENCES: See below
MAGIC REISTSANCE: See below MAGIC RESISTANCE: Special
INTELLIGENCE: Non- INTELLIGENCE: Low to High
ALIGNMENT: Neutral ALIGNMENT: Evil
SIZE: M SIZE: M
PSIONIC ABILITY: Nil PSIONIC ABILITY: Nil
Attack/Defense: Nil/Nil Attack/Defense: Nil/Nil
X.P. VALUE: 196 X.P. VALUE: 145 + 3/hit point

Decanter Golems are very rare constructs. In appear- Created through the darkest magic, the Heartless
ance, they are humanoid in shape, fashioned out of Ones are humans transformed into undying minions
glass. Clever hinges built into the tops of their heads of evil. Through unspeakable rites, they have become
allow their pate to swing open like a teapot, permit- abominations neither dead nor alive, but are rather
ting the hollow golem to be filled with liquid. Poisons kept hovering in an awful state in-between.
and acids are a common choice. Their contents will
determine their coloring. It will not be immediately Heartless Ones look as they did in life, although
apparent to onlookers that they are liquid-filled; they the gaping wound in their chests where their hearts
will outwardly appear to be constructed out of a should be will never heal. They are immune to death
crystalline substance of the appropriate color. magic and death poison. They may neither be
cured, nor subject to cause wound spells. They can
They can attack by touch, small spouts in their fin- shrug off attacks from normal weapons, and only
gertips allowing them to spray an opponent up to 5’ magic weapons can temporarily harm them. They
away with their contents upon a successful hit. How- will regenerate against even these attacks at the rate
ever, the primary intent behind their creators is that of 1 hit point per round. Neither fire nor acid will
they be attacked with weapons. Any blow inflicting 6 prevent regeneration. They may only be destroyed
hp of damage will cause the form to shatter, equal to by finding their heart, usually kept in a safe place
a triple-strength direct hit (see DMG, p. 64) upon its by their masters, and destroying it. Such an act oblit-
attacker and functioning as a double-strength splash erates a Heartless One from existence. Holy water
on all creatures within a 5’ radius. The capacity of a also harms these things, inflicting 2–5 hit points of
decanter golem is 160 pints (20 gallons). damage on a direct splash. Wounds caused by holy
water regenerate at the rate of 1 hit point per turn.
Decanter Golems are immune to most spells, includ-
ing all mind-affecting magic, hold and paralysis, Note that Heartless Ones are still subject to attacks
death magic and illusions. They are not subject to that do not cause damage, e.g., they may be par-
poison. They are unaffected by electricity and magic alyzed, blinded, deafened, etc. Moreover, they are
missiles. If one fails its saving throw against fire or not undead, and are therefore vulnerable to mind-af-
cold-based spells, its contents will freeze/boil as fecting spells.

34
DF34 John Turcotte
MEPHIT

Acid Ice Lightning Slime


FREQUENCY: Very Rare Very Rare Very Rare Very Rare
NO. APPEARING: 1 1 1 1
ARMOR CLASS: 6 5 4 7
MOVE: 12”/24” 12”/24” 12”/24” 12”/24”
HIT DICE: 3 3 3+1 3
% IN LAIR: Nil Nil Nil Nil
TREASURE TYPE: 1–10 pp 1–10 pp 1–10 pp 1–10 pp
NO. OF ATTACKS: 2 2 2 2
DAMAGE/ATTACK: See below 1–2/1–2 1–3/1–3 1–2/1–2
SPECIAL ATTACKS: Breath weapon Breath weapon Breath weapon Breath weapon
SPECIAL DEFENSES: See below See below See below See below
MAGIC RESISTANCE: Standard Standard Standard Standard
INTELLIGENCE: Average Average Average Average
ALIGNMENT: Evil Evil Evil Evil
SIZE: M (5’ tall) M (5’ tall) M (5’ tall) M (5’ tall)
PSIONIC ABILITY: Nil Nil Nil Nil
Att./Def. Modes: Nil Nil Nil Nil
X.P. VALUE: 105 + 3/hp 105 + 3/hp 105 + 3/hp 105 + 3/hp

Acid Mephit: These mephitis are bright red in color The breath weapon consists of a volley of icy shards
and constantly ooze a powerful acid from their bod- which automatically hit a single victim within 15 feet
ies. The acrid stench they emanate usually betrays and inflicts 1–6 hit points of damage (halved if save
their presence. vs. breath weapon). The breath weapon may be used
every other round and up to three times per day.
They attack using their claws, which each inflict 1 hit
point of damage, plus 1–6 points of acid damage Once per hour an ice mephit may attempt to gate in
for 2–7 points total. Their breath weapon is a stream another mephit with a 25% chance of success (equal
of acid at a single victim within 20’ which automati- probability of each type). NOTE: Ice mephits were
cally hits and inflicts 2–8 points of damage (damage created by Graeme Morris and first appeared in Eye
halved if a successful saving throw is made). They of the Serpent, © 1984, TSR, Inc.
may use their breath weapon thrice per day.
Lightning Mephit: These mephitis are jet black and
The touch of an acid mephit can destroy material; covered with stiff hair that stands on end. Sparks and
destroying metal armor in three rounds. They may use crackles accompany their every move.
stinking cloud once per day and once every hour they
can attempt to gate in 1–2 other mephitis (equal prob- Lightning mephitis can attack with two claws inflicting
ability of each type) with a 25% chance of success. 1–3 points of damage plus 1 point of electrical dam-
age for 2–4 points total, or with a breath weapon,
Ice Mephit: Ice mephits are highly angular in form spitting out a globe of ball lightning that automati-
and have translucent, icy-blue flesh which gives them cally hits a target with 20’ for 1–6 points of damage.
the appearance of crude ice sculptures. They may use their breath weapon an unlimited num-
ber of times per day, every other round.
Ice mephits attack with two clawed hands and
a breath weapon. The claw attacks inflict 1–2 hit The mephitis can also create an electric arc once
points of damage each and also have a freezing per day that automatically hits any victim in metal
effect on the victim. For every successful attack made armor within 15’, inflicting 2–8 points of damage.
with a claw, the mephit’s opponent must deduct 1 Targets not wearing metal armor are permitted a sav-
from all to hit rolls due to the chilling of their muscles. ing throw against spells to avoid the attack. Once
The effects are cumulative and last for 3 to 4 turns or per hour they may attempt to gate in 1–2 mephits
until the victim is restored to full hit points (whichever (equal probability for all types) with a 25% chance
occurs sooner). of success).

35
John Turcotte Mistress of the Ghost City
Slime Mephit: These mephitis are a glistening brown THOUL
in color and constantly secrete a gooey slime, leav-
ing a trail behind them as they move. FREQUENCY: Very Rare
NO. APPEARING: 1–6
They may attack with their claws and a breath ARMOR CLASS: 6
weapon. The latter is a glob of slime that inflicts 1–4 MOVE: 12”
hit points of damage to a single victim within 10’ (no HIT DICE: 3
saving throw permitted nor to hit roll required). In % IN LAIR: 50%
addition to receiving damage, the victim must save TREASURE TYPE: D
versus breath weapon or become covered in the NO. ATTACKS: 1–3/1–3
ooze, halving their movement rate and causing a -1 SPECIAL ATTACKS: Paralyzation
penalty on all combat rolls until it is removed (it must SPECIAL DEFENSES: Regeneration
be washed off with no less than 2 gallons of water, MAGIC RESISTANCE: Standard
half that amount of alcohol). The effects of multiple INTELLIGENCE: Average
breath weapons are cumulative. Each glob will dry ALIGNMENT: Lawful Evil
and fall off in 3 turns. Slime mephitis may use their SIZE: M
breath weapon every other round. PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Slime mephitis may use grease and ray of enfeeble- X.P. VALUE: 105 + 3 per hit point
ment once each per day, or attempt to gate in 1–2
mephits (equal probability for each type) once per A thoul is a magical combination of a ghoul, hob-
hour with a 25% chance of success. goblin and a troll. Except when viewed closely, they
resemble hobgoblins. The touch of a thoul paralyzes
(in the same way as that of a ghoul). If it is dam-
aged, a thoul will regenerate 1 hit point per round
as long as it is alive. A thoul may not regenerate fire
or acid damage.

APPENDIX C: NEW MAGIC ITEMS

Portable Trapdoor: This wondrously useful device 2. For the expenditure of 2 charges the staff’s head
appears to be a standard wooden trapdoor with can be struck upon the ground to create an area
an attached frame. When placed against any wall, of magical sheet ice (2” radius), which will
floor or ceiling, the portable trapdoor allows pas- have the same effect as an oil of slipperiness
sage as if a passwall spell had been cast, albeit the poured on the floor. All creatures within the area
opening is only as large as the trapdoor: 3’ wide by of effect, except the staff wielder, will take 1–6
3’ high and 10’ deep. The passage remains open as hit points of damage when this ability is used
long as the door remains opened; if closed, the pas- (half damage, if save versus staff is made). The
sage terminates. The ‘door may be so used once per sheet ice will remain for 1–4 turns, at the end of
day. NOTE: If used upon ceilings, it must be affixed which it will melt. The wielder will be unaffected
in some manner. (XPV: 5,000; GPV: 50,000). so long as he or she remains stationary.

Staff of Winter: This is a long, gnarled hawthorn 3. For the expenditure of 2 charges, the staff’s
staff, tipped at one end with an unmeltable ice magic will create a blinding snowstorm con-
crystal. This staff has a maximum of 25 charges and fined within a hemi-spherical area of 5” diam-
may be recharged. The following effects can be pro- eter and 1” height. The centre of the storm can
duced by using the staff: be up to 10” from the wielder, and it lasts for
2–8 melee rounds. All creatures will suffer 1 hit
1. A successful strike upon an opponent uses 1 point of cold damage for each round that they
charge and inflicts 2–12 hit points of cold dam- remain within the area of effect. In addition,
age. Treat all targets wearing metal armor as creatures in the snowstorm that fail a save ver-
AC: 10 as the damage is transmitted through the sus staff will be blinded for 1–4 melee rounds
metal; dexterity advantages apply as normal. after they come out of the area of effect (a save

36
DF34 John Turcotte
results in no effect). Those on the edge of the Hades, Tarterus and Abyss). When brought to any
area of effect who make their saving throws, of the Middle Planes (Arcadia, Nirvana, Ache-
are assumed to have jumped clear and will ron, Gladsheim, Limbo or Pandemonium), or used
suffer no adverse effects. (XPV: 5,000; GPV: against opponents from those planes of existence,
25,000) (NOTE: The Staff of Winter was cre- the dweomer increases to +2. When used on or
ated by Alan E. Paull and appeared in White against creatures from the Inner Planes (Elemental,
Dwarf No. 38 (Feb. 1983)). Prime Material) or the Ethereal or Astral Planes,
the dweomer increases to +3. It operates as a +4
Sword of the Lower Planes: This is a variant of the weapon when employed on the Upper Planes (Seven
Sword of the Planes (q.v.). It, too, is forged only Heavens, Twin Paradises, Elysium, Happy Hunting
as a broadsword. Its particular enchantment pro- Grounds and Olympus) or against creatures from
vides it with a base bonus of +1 when operating those planes. (XPV: 2,000; GPV: 15,000)
on any of the Lower Planes (Nine Hells, Gehenna,

APPENDIX D: TRAVEL AND WANDERING ENCOUNTERS

As the party treks through the wilderness, for game lightly wooded, and the tree line is at 10,000 feet.
purposes, they will travel through three types of ter- Many peaks tower above the tree line, some attain-
rain: Low, Medium and High Elevation: ing more than 20,000 feet in height. The tree growth
here consists of stunted conifers, few more than 4’
Low Elevation includes those areas from sea level tall. In these spring months, the mountains are snow-
to 200’ altitude. These areas include the shoreline, clad. The snow and ice cover here makes travel
fields, lowlands, scrub and valleys. The land here treacherous. The views, however, are second to
is largely low-lying fields with scattered copses of none. The party can see the snow enshrouded Land
birch, oak and fir. of Song beneath them, deeply etched by rich blue
fingers of the fjords. At night, the Northern Lights
NOTE: Once the Plaints of Woe are entered, there dance about the peaks.
is seemingly nothing but a wind-scoured expanse of
ice and rime-encrusted volcanic rock outcroppings. It is exceedingly windy and cold here, and if party
There is a 20% chance of wind gusts per day. These members are not appropriately dressed, they will suf-
gusts last for 1–3 hours and reduce all movement fer 1 hit points of exposure damage per hour outside
rates by one-half (except for those equipped with of cover (q.v.). All missile fire is at a -1 penalty to hit
skis or snowshoes). Missile weapons may not be due to the winds, and ranges are halved. The high
used during a gust, spells are at one-half normal elevation areas are often cloaked in clouds, and
range, and, if shelter cannot be found, inappropri- snow is 20% likely each day, lasting for 1–3 hours
ately dressed party members must save versus breath and leaving 1” of snow cover per hour. Every 4”
weapon or suffer an additional 1–3 hit points of of additional snow cover reduces movement by 1”.
exposure damage (q.v.) per hour. Each day there is also a 40% chance of wind gusts
that blast the sheer faces of the peaks. These gusts
Medium Elevation includes the hills and steep rises last for 1–3 hours (removing 1–6” of snow cover
from 200’ to 2,000’ elevation. These areas are per hour) and reduce all movement rates by one-
thickly-wooded with conifers and birch. Occasional half (except for those equipped with skis or snow-
clearings provide a spectacular view of the land and shoes). Missile weapons may not be used during a
sea below. Even in the summer months, these ele- gust, spells are at one-half normal range, and, if shel-
vations are cool and it is common for frost during ter cannot be found, inappropriately dressed party
the evening, and to find ice in sheltered crevices. members must save versus breath weapon or suffer
Each day, there is a 25% chance of rain (lasting an additional 1–4 hit points of exposure damage
1–6 hours), and a 15% chance of sleet/hail which per hour. Note that it is possible to have both snow
lasts 2–5 turns (equal chance for either). Either event and wind gusts simultaneously, and exposure dam-
slows travel by ½ for the day in which it occurs. age for both is cumulative

High Elevation areas are those 2,000’ feet or Exposure damage may not be cured by spells or
greater in elevation. These steep areas are only potions; only time and rest will restore lost hit points.

37
John Turcotte Mistress of the Ghost City
Cover: During the journey, the party may seek cover 00 Roll Plains of Woe
for protection from attack or the elements. Plentiful 01–02 1 Snow Behemoth (DDG)6
cover exists in low elevations, and can be found 03–05 1 Spectre (night)/3–12 zombies (Day) (M)
with little effort, except the Plains of Woe, where 06–10 Sleet Storm7
the chance of finding cover is only 10% per hour 11–20 1–4 Giant Owls (M)
searched, increased to 20% if a druid or ranger is 21–31 1–2 Wooly Rhino (M)
with the party. In medium elevations, the chance 32–42 4–24 Quaggoths
of finding cover is 40% per hour, increasing by an 43–54 Herd Animals (M)2
additional 10% per additional hour of searching. If 55–64 6–24 Dire Wolves (M)
a druid, dwarf or ranger is with the party, the base 65–73 1 Northern Bear (MM)
chance is increased to 80%. In high elevation areas, 74–80 1–2 Wooly Mammoths (M)
the party has a 10% cumulative chance, per hour, 81–86 1–4 Winter Wolves (M)
of finding cover. This chance is doubled if a druid, 87–91 1–4 Hoar Fox (FF)
dwarf or ranger is with the party. For every three 92–94 1 Giant Wolverine (M)
hours of searching for cover, the party’s per day 95–97 1–8 Ice Trolls (FF)
movement is reduced by one-fourth. 98–99 Blizzard4
00 1 Remorhaz (10–12 HD, M)
Movement Rates: A party will move through the wil-
derness at the following rates: 00 Roll Shorelands (includes 1 hex inland and fjords)
01–02 1 Fog Giant (FF)
Terrain Type Afoot Mounted 06–09 1 Northern Bear (MII)
Medium Elevation 8 miles (2 hexes) 11 miles (3 hexes) 03–05 1 Giant Squid (M)8
High Elevation 4 miles (1 hex) 6 miles (2 hexes) 10–15 1–4 Scrags (MII)
16–21 1–4 Giant Lobsters9
Encounters: Encounter checks are made four times a 22–28 4–40 Sea Lions10
day (for game purposes, morning, noon, dusk and 29–50 10–100 Seals11
night) with encounters occurring on a 1 in 8 chance. 64–73 2–20 Walrus12
On the Plains of Woe, encounters occur on a 1 in 74–80 4–24 Quaggoths1
12 chance. 81–86 10–40 Sahuagin (M)
92–95 2–20 Mermen (M)
00 Roll Trevärä Peaks 96–97 1 Siren (MM)
01–02 1–2 Frost Giants (M) 98–99 Blizzard4
03–05 1–2 Galeb Duhrs (MII) 00 1 Linnorm13
06–10 4–24 Quaggoths (FF)1
11–20 2–8 Giant Rams (M) Encounter Notes:
21–31 4–40 Gnolls (M)
32–42 Herd Animals (M)2 1. Quaggoths are 50% likely to have either a short-
43–54 4–40 Dwarves (M)3 faced bear (treat as Northern Bear) or 2–12 dire
55–64 1–2 Cave Bears (M) wolves with them. A group of 24 quaggoths will
65–73 6–36 Goblins (M) be accompanied by a 4 HD leader-type (+1/+2
74–80 Blizzard4 to hit/damage) and a “weather witch,” female
81–86 1–6 Hippogriffs (M) cleric/magic-user witchdoctor of 3/3rd level.
87–91 1–8 Ice Trolls (FF)
92–94 1–4 Winter Wolves (M) 2. These will consist of the following:
95–97 1–4 Tatzelworms (NM)5
98–99 1–6 Yeti (M) Animal Type Plains Mountains
00 1–2 White Dragons (M) 3–12 mountain — 01–60
goats
2–8 elk 01–20 61–70
2–20 reindeer 21–50 —
4–16 musk oxen 51–80 —
2–8 yaks — 71–85
2–12 goats 81–00 86–00

38
DF34 John Turcotte
3. If the encounter occurs at night, there is a 30% 7. This storm will dump 1–6” of precipitation. All
chance that 3–12 duergar are encountered movement is reduced to 50% during the storm.
instead. Unless PCs seek cover they must save ver-
sus breath weapon or suffer 1–4 hit points of
4. A ferocious blizzard engulfs the party. The exposure damage per hour (those who are not
heroes should try to find adequate shelter imme- dressed accordingly suffer maximum damage
diately. All in the party, mounts included, must each hour). The storm will last for 1–3 hours.
save versus breath weapon every hour they are
without cover or suffer 2–8 hit points of exposure 8. If this encounter is called for inland, this creature
damage. Those who successfully save suffer only will be trapped in the shallows of low tide.
half damage (Note that a person not properly
attired suffers double damage each hour (hardy 9. As giant crayfish (see MONSTER MANUAL).
mounts bred in the Land of Song are considered
to be “properly attired”)). Any person who suffers 10. These large pinnipeds (AC: 5; MV: 3”//18”;
maximum damage any given hour is required to HD: 4; #ATT: 1; DM: 2–8) can be aggressive if
make a SYSTEM SHOCK SURVIVAL roll or per- threatened.
ish. The blizzard will continue for 2–12 hours
before relenting, leaving 3–5 inches of snow per 11. These animals (AC: 6; MV: 3”//15”; HD: 2;
hour in its wake. #ATT: 1; DM: 2–5) are widely hunted. Males will
defend their harems. 10% of these encounters
Those exposed to the blizzard move at one-third will be with 1–6 leopard seals instead. These
their normal rate, the use of missile weapons 12’ long, 800 pound predators (AC: 5; MV:
is impossible, and spell casters must make a 9”//18”; HD: 3+3; #ATT: 1; DM: 2–8) are not
successful saving throw against petrification in above hunting human (and demi-human) prey.
order to successfully cast a spell. Note that if
this encounter is rolled, and the party had cast 12. Anyone from the Land of Song can advise
predict weather earlier that day, the DM should heroes to leave these large creatures (AC: 4;
reveal this encounter well in advance. NOTE: MV: 3’/12”; HD: 6; #ATT: 1; DM: 3–18) alone.
Exposure damage is not a “wound” and cannot The males’ ivory tusks are valuable, worth 72
therefore be healed by the various cure spells. gp each.
Such damage may only be healed through rest
while sheltered or properly attired. 13. These monsters are described in the module
Stormcrows Gather and also in Footprints #9,
5. These monsters are described in the module both available for free download at www.drag-
Stormcrows Gather. onsfoot.org.

6. This monster is described in the DEITIES &


DEMIGODS, “Nehwon Mythos” (AC: 4; MV:
12”/18”; HD: 15; #ATT: 1; DM: 4–40; XPV:
4,000 + 20/hp).

APPENDIX E: TRAVEL WANDERING ENCOUNTER TABLES FOR THE PLAINS OF DIS

The DM is free to devise any manner of locales within Travel across the plains is at the rate of 11 miles
Dis. The DM is encouraged to review “The Nine (3 hexes) afoot; 15 miles mounted (4 hexes) per
Hells, Part I,” by Ed Greenwood, Dragon Magazine day. Note that both weird game and sulphur-reeking
#75 (Jul. 1983). The area within a 6 hex-radius of water can be found in Hell, but purify food and drink
Nälkäinen Kivenen is a plain of ragged volcanic will be required.
rock blanketed in drifts of blue-black ash. Occa-
sional streams of liquid flames rake the landscape Encounters in the areas surrounding the Ghost City
and collect in low places, creating outlandish bogs. are indicated on a roll of 1 on 1d10; checks are
made every four hours.

39
John Turcotte Mistress of the Ghost City
00 Roll Encounter 00 Roll Encounter
01 1 Devil, Greater1 48–50 15–60 Stench Kow (MM)
02–03 1–4 Ash Stalkers2 51–53 10–40 larvae (M)
03–04 1–4 Dragons, Blue (M) 54–56 5–60 Ashen Bones10
05 1 Dispater’s “Cat”3 57–59 2–8 Devil, Abishai (MM)11
06–07 1 Nightmare (M) 60–62 1–4 Manticore (M)
08–09 1–3 Zombires4 63–65 Foul Gas12
10–11 2–8 Devils, Erinyes (M) 66–70 Infernal Patrol13
12–14 1–6 Hordlings (MM) 71–74 4–10 Devil, Bearded (MM)
15–17 2–12 Wraiths (M) 75–78 1–2 Monster Zombire14
18–20 2–5 Drifting Glooms5 79–82 1–4 Devil, Bone (M)
21–23 2–8 Achaierai (FF) 83–86 1–4 Dragon, Green (M)
24–26 Ferocious Winds6 87–89 1 Despairimental15
27–29 3–24 Frostburn Zombies7 90–92 Fortress16
30–32 5–50 Nupperibo (MM) 93–94 Adventuring Party17
33–35 2–12 Devil, Spined (MM) 95–96 1–2 Rakshasa
36–38 2–8 Hellhounds (M) 97–98 1 Violet Pudding18
39–41 1–6 Trapdoor Fiends8 99 Daemon19
42–44 1–4 Mephit (FF)9 00 Lightning Bolt20
45–47 5–30 Lemures (M)

Encounter Notes:

1. DM’s discretion as to type and number. Any XPV: 250 + 4/hp; Created by Len Lakofka, The
greater devil is 60% likely to be accompanied Secret of Bone Hill (TSR, 1981)). Unlike zom-
by (01–70) 2–8 lesser devils, (71–90) 4–16 bies, they are not slow; they cast spells as 3rd
hellhounds or (91–00) 1–6 spectres. level magic-users.

2. As dune stalkers (FF), but naturally invisible; only 5. These weird things look like large floating bio-
made visible by their footprints in the ash. luminescent comb jellyfish (AC: 7; MV: 0”/6”;
HD: 3+3; #ATT: 1; DM: 2–8; SA: Touch requires
3. This bizarre creature looks like a long tangled save vs. death magic or swoon unconscious for
braid of neon multicolored ropes. It slithers at a 2–5 rounds; SD: SD: immune to mind-affecting
frightening speed, but can protrude up to eight spells; ½ damage from fire and cold; XPV: 532
clawed “limbs” and assume a vaguely animal + 4/hp). They will glom onto swooning victims
shape (AC: 2; MV: 24”; HD: 7+7; HP: 51; and drain 1 level/round; each one can drain up
#ATT: 4; DM: 2–5/2–5/2–5/2–5; SA: pounce, to 2 levels before being sated.
rend; SD: magic weapon needed to hit, immune
to heat and cold; SZ: L (14’ long); AL: LE; MR: 6. These winds will gust for 5–50 rounds, during
35%; XPV: 1,860). It is able to extinguish its which there is a 10% chance per round of blow-
glow for up to 3 rounds, can literally spring itself ing any standing figures prone. Missile fire is
forward up to 20’ attacking at +1 to hit (this impossible, combat is fought at a -2 penalty and
counts as a charge), and attacks with its four spell use requires a caster to make a successful
front-most claws. If any two claws hit, can rend saving throw against petrification or the spell is
for an additional 2–12 points of damage (it can lost. Flying creatures, even Dispater’s enrinyes,
rend twice if all four claws successfully hit). If have a 30% chance per round of being forced
slain, Dispater will know of it, and will send 5–8 to the ground.
keres devils to hunt the transgressor(s) down.
7. These zombies are alight with cold blue-black
4. These are the animated remains of extremely evil flames (AC: 6; MV: 6”; HD: 3; #ATT: 1; DM:
magic-users (AC: 5; MV: 12”; HD: 3+3; #ATT: 1–8; SA: touch ignites combustables (save vs.
1; DM: 2–12; SA: spells; SD: immune to hold, frost); SD: immune to sleep, charm, hold, cold
charm, sleep, poison and cold; Turn as wights; and fire; Turn as wights; XPV: 155 + 3/hp).

40
DF34 John Turcotte
8. These are glossy black ankhegs (M). 69–89 Infernal Caravan: 4–24 stench kows laden
with goods, accompanied by 4–40 nupper-
9. Equal probability for each type of mephit. ibo (similarly laden). A barbed devil master
oversees with the aid of 5–8 spined devils
10. Ash-encrusted skeletons (AC; 6; MV: 9”; HD: 2; and 4–16 hellhounds. The caravan is con-
#ATT: 1; DM: 2–7; SA: breath weapon: cloud of sidered Treasure Type H and X for what valu-
ashes and hot embers 5’ r. (1d6 hp damage (no able goods it may be carrying.
save)) – 2×/day; SD: ½ damage from edged/ 90–00 Military Maneuver: A unit of 300 nubberi-
sharp weapons, immune to sleep, charm, hold, bos, 30 spined devils, and 5 bearded devils
cold and fire; Turn as shadows; XPV: 113 + marches in Hell. The unit is overseen by a
2/hp). (1) monster zombie(q.v.), (2) bone devil, or
(3) a spectre. The overseer will have 3–12
11. 00 Roll Encounter 00 Roll Encounter hellhounds under its command.
01–30 Mixed Party* 71–80 Green
31–60 Red 81–90 Black 14. These are the animated remains of exceed-
61–70 Blue 91–00 White ingly evil humanoid shamans (AC: 3; MV: 9”;
* roll randomly for each abishai present HD: 7+3; #ATT: 1; DM: 3–18; SA: spells; SD:
Immune to sleep, charm, hold, poison and cold;
12. This pocket of ill vapors requires all party mem- ½ damage from blunt weapons; Turn as wraiths;
bers to save versus poison or be affected as if by XPV: 1,525 + 10/hp). They can cast spells as
a ray of enfeeblement cast at 11th level. The 6” 4th level evil clerics. 30% of the time, they will
× 6” × 6” cloud dissipates in 1d10 rounds, but be accompanied by 2–8 monster zombies.
the duration of the poison effects last for 3–30
turns or until neutralized. 15. These horrors are invisible and are seen only by
the pale torn shrouds they wear flapping in the
13. Infernal patrol – consult the following table: wind (AC: 0; MV: 9”; HD: 5; #ATT: 1; DM: spe-
cial; SA: touch equal to symbol of hopelessness
00 Roll Encounter (clerical; save vs. spells); SD: magical weapons
01–10 Lemure Hunt: 1 bone devil leads 1–3 spined needed to hit, immune to poison, charm, hold
devils and 2–8 hellhounds on a hunt. The and sleep; MR: 30%; XPV: 480 + 5/hp). All
bone devil rides a bizarre destrier that who surrender are turned over to an infernal
resembles a six-legged headless elephant patrol (q.v.).
(AC: 5; MV: 12”; HD: 12; #ATT: 1 tram-
ple; DM: 4–24). Atop is a large wire basket 16. An infernal structure is sighted, which could be
holding 0–5 lemures. anything the DM chooses, from shade-haunted
11–30 Zombie Squad: A horde of 40–160 zom- clockwork ruins to the cloister of some paranoid
bies shambles across the wastes, led by a major devil or minor godling.
(1) spectre; (2) a 7th level hobgoblin sha-
man; or (3) a juju zombie. 17. The party of 6–11th level NPCs is determined by
31–50 Nupperibo Herders: 30–300 nupperibos the Character Subtable and descriptions in the
herded by 1–2 spined devils for every 30 DUNGEON MASTERS GUIDE, p. 175.
of their number. For every 10 spined devils,
there will be a bearded devil master. 18. As a white pudding (MM).
51–68 Sweep: (1) An enrinyes with 3 spined devils
flying in formation; (2) a medusa astride a 19. 00 Roll Encounter 00 Roll Encounter
horrendous bat (AC: 5; MV: 3”/24”; HD: 01–10 1 yagnodaemon 71–80 1-4 hydrodaemon
6; #ATT: 1; DM: 1–6 + rage virus), or (3) 31–60 1–2 derghodaemon 81–90 1 mezzodaemon
a LE sirine riding a nightmare. All are on 61–70 2-5 piscodaemon 91–00 mixed*
patrol, looking for anything unusual (which * DM’s discretion
is saying something in Hell). If threatened,
they will retreat and a Military Maneuver 20. A bolt of red lightning randomly strikes a non-in-
(q.v.) will arrive in the area 40–160 rounds fernal creature (6d6 in 10’ diameter circle; save
afterward. v. breath for ½).

41
John Turcotte Mistress of the Ghost City
Area Map
Map A - A portion of the Land of Song

Scale: 1 hex = 4 miles © Dragonsfoot Games, All Rights Reserved

42
DF34 John Turcotte
Area Map
Map B - The Ghost City of Nälkäinen Kivenen

Scale: 1 hex = approx. 85 ft. © Dragonsfoot Games, All Rights Reserved


Note: Wall thickness is exagerrated, as is fortress

43
John Turcotte Mistress of the Ghost City

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DF34 John Turcotte

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John Turcotte Mistress of the Ghost City

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DF34 John Turcotte

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John Turcotte Mistress of the Ghost City

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DF34 John Turcotte

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